Change Log

Version

7.3

Development Began

2013-02-24

Launch Date

Not yet launched

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.
    • At level 1, you can distribute 10 points however you wish (min -4, max 4). No BP cost.
    • Thereafter, you may increase ability scores only with Feats, Talents, and equipment.

Skills and Feats

  • Feats can now have variable cost (i.e. more than 1 BP).
  • Unarmed is combined with Melee.
  • Feats are now listed on the Feats page, not on the pages of individual Skills. (Partially complete)
  • Added new types of Feats, including Perks and Talents. (Partially complete)

Powers

Energy Cost

  • The base cost of Mana for all powers has been increased from 0 to 1 per rank.

Equipment

Planned Changes

  • Spell range affected by implements
  • Critical success and failure on (some) skills
  • More development of skills, feats, powers

7.3 (old content)

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)

Spheres

Powers come in units called spheres. Your investment in a sphere is measured in points:

  • Build method: 1 BP gives you 1 point
  • Resource method: 1 RP gives you 1 point (?)
  • Talent method: automatically treated like having 1 point per level (?)

Each point

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