General
Some general combat changes:
- Power Attack is a base use of Melee Weapons
- Called Shot is a base use of Agility (not Ranged Weapons). It no longer multiplies damage, but rather allows you to target individual injury locations, ignoring DT (but not DR/Fort/etc).
- Sneak Attack still multiplies damage, and is now a base use of Stealth.
- Fortitude on armor acts as extra DR against wounds. So a strike against a guy with 10 HP, DR 4, and Fort 6 would have to do 21 damage in order to cause 1 wound.
- Block does not require an instrument with which to block. However, blocking with one's body can cause subdual damage when mitigating lethal damage, and defensive wounds--lesser injuries to the extremities--when mitigating injuries.
- Weapons and armor can be used to block, but they are subjected to Integrity checks to avoid suffering damage. Weapons can be disarmed, and armor-blocking can cause lesser subdual damage and defensive wounds.
- Blocking with a shield has no chance of defensive wounds or subdual damage.
- Each hand devoted to blocking grants +5 to Block. You cannot take 10 on Block, but you can take 0.
Attributes
- Hit Points formula changed to BP+level*Con
- Slightly higher HP all around
- Easier to calculate than 10+level*(5+con)
- Ability Scores are no longer purchased with BP.
Planned Changes
- Spell range affected by implements
- Critical success and failure on (some) skills
- More development of skills, feats, powers
Quick Notes
- Numbers: remove most caps. Implement diminishing returns. Caps give generalists an advantage over specialists.
- Attributes: cost talent points. These are abundant at low level, and quite dear at higher levels.
- Talents: opposite of BP. Get a lot of them early, less and less as you go on.
- Skills:
- Base skill abilities are only what is physically possible; magic and equipment extend the possibilities of skills
- As you spend BP on a skill, you gain essential abilities (must-have feats in old system). Skill plus does not equal the BP spent. Or maybe it does? No need to fear high numbers--skills represent only what is physically possible, and physically possible things shouldn't be breaking the game. If you can break the game with a DC 30/40/50 skill check, maybe that skill use shouldn't exist. (Like, I dunno, turning an enemy into an ally as a swift action with Diplomacy)
- Of course, another way to do this is just 3e style: BP get you pluses to the check. Anything essential is a skill use. Otherwise, it's a talent (aka feat).
- Tentative number: each skill costs 20 BP to max out, similar to 20 level system
- Learning powers -- 3 methods:
- Gain power knowledge by spending RP
- Gain powers by spending BP (aka time, practice)
- Gain powers by spending talents.
- Special benefits to having a power as a talent, such as it being a supernatural ability instead of spell-like
- New attributes:
- Weapon/damage skills? Crit skill?
- Spheres/trees
- For powers
- For other things?
- Some powers could require others. Example:
- Affinity gives you baseline affinity with animals, plants, earth, etc.
- Animal Affinity is stronger with animals, more specific; requires 5 ranks of Affinity
- Plant Affinity: same deal
- Can keep taking both in parallel, or just focus in one. Can continue investing in original baseline (if it hasn't capped)