7.4.1

Version

7.4.1

Development Began

2014-Sep-25 (???)

Launch Date

??

Short version:

  • Skills are skills, feats are feats, etc.
  • Feats: 1 feat/level (+4 at level 1). They represent achievable (non-supernatural) things. Often tied to skills or attributes.
  • Powers: 1 power/level (+4 at level 1). They work very similarly to feats, but represent supernatural abilities.
    • This category includes things that aren't quite supernatural but are still "super", like Super Strength or Super Wealth, or maybe a Super Suit.
    • Typically organized into groups, such as Fire, Blood, Binding, Super Strength, Armortech, Paladin, etc.

Relative to previous 7.4:

  • Power Sources aren't a thing; they're just powers.
  • Can trade in feats and powers for moar stats.

Powers

Oh boy. So.

It's pretty much 7.2 with one important different: powers aren't feats, but are gained by spending Power Points, of which you get 1 per level (+4 at level 1). In other words:

  • Take Power Skills by spending Skill Points.
    • Power Skills determine the strength of the powers tied to them.
    • They are never rolled, and do not have an associated ability score.
  • Take Powers by spending Power Points.
    • Powers have prerequisites, just like feats. Most will require ranks of a Power Skill, but not necessarily all.
  • Powers and Power Skills might offer Feats.
  • Power Skills are organized into Schools. These mean nothing, they are just groups.

Power Sources

So the old ones are dead. But...idea: Power Sources, like Races, are zero-sum traits you can take as many of as you want. They can have their own attributes (blood, divine favor, taint, etc), and work generically to empower whatever you want to empower. They are extra power, but with their own built-in costs and limitations.

Examples:

  • Faith: seven virtues, vows, Divine Favor, righteous fury, etc.
  • Demon: works equally well for warlocks and tieflings. Crib from S6. Also hellfire.
  • Fairy: like demon, but for fairies. Obligations, truthfulness, iron vulnerability, innate magic, glamours, wanderlust, desire for chaos, etc.
  • Chroma: karmic magic, white vs black, the former specializes in nonviolent magic (bubbles, traps, etc), the latter in karmic redirection. Possible merge with the Malevolence?

Combat

Passive Defenses

So...is it time to rethink passive defenses?

In a world dominated by Reflex, passive defenses may just be too luxurious. Every incoming attack is subject to an opposed check, lest it fail entirely. Even if it succeeds, the damage it inflicts is hugely mitigated by passive Block and DR. I don't mind these defenses, but...should they be free?

Reflex offers a more interesting alternative. In d20, Armor Class was desirable, but boring--the PCs didn't get a chance to be part of the process. Now they do, via Reflex. Maybe waiting for a counter-roll after every single attack is a waste of everyone's time. Just assume Parry and Dodge are always take-10, just like Block.

And Block, btw, has become way too powerful. It's trying to adequately reward people for voluntarily cutting their damage in half, but it's just not working. Better to allow massive damage mitigation through active defense (i.e. spend Reflex) then to make Block so ridiculously powerful.

Here's a thought:

  • Block is never free. You spend 1 stam to gain your BR as DR against an attack. It's stackable.
  • You still gain +10 per hand to BR. Shields add to BR as well.
  • You may use a shield to Parry.
    • What you can parry is based on what you're parrying with.
      • Melee weapon: other melee weapons (subject to size modifiers)
      • Small shield: melee and ranged attacks, including targeted spells
      • Large shield: all attacks, including areas
    • Feats exist to parry missiles and spells with improper equipment, but penalties apply.
    • Dodge may be too good in this model. It might be subject to more narrow restrictions.

Damage Model

Now let's talk damage model.

Here are the problems:

  • Base damage is usually too low
  • Multiplier stacking has reared its ugly head
  • Every damage combo is just +100%; boring.
  • The difference between two-handed and one-handed damage is too high.

Possible solution:

  • Two-handed damage bonus reduced to +50%.
    • Dual wield gains an advantage, but it suffers the disadvantage of being poor at multipliers. Let it develop its own style to counter that, rather than forcing the math to add up.
  • When using powers to augment weapon attacks, use spell damage for the bonus damage, multiplied separately by Mana. In other words:
    • Faen stabs with his short sword, inflicting 17 physical damage.
    • He spends 1 Mana to add fire damage, which adds 14 fire damage.
    • If using Power Attack, each point of stamina will add +17 physical damage.
    • Using Empower Spell, each point of Mana will add +14 fire damage.
  • As a rule, damage added by different Energy sources will be in their own multiplier space.
  • Reducing the effectiveness of Block and lowering multiplier craziness should make base damage not seem so low.

Critical Hits, Wounds, etc

So right now, when you run out of Hit Points, you start accumulating Wound Points. Heroes can trade them for Injuries, everyone else is fucked. When you are wounded, by default, you can't do anything but wallow in pain. You must pass a Fortitude check to do anything (DC=WP), and failing that save can exacerbate your wounds.

So WP are a bitch. It would sure suck to suffer some.

Enter critical hits.

Instead of multiplying damage, a critical hit bypasses HP and goes straight to WP. There are some caveats:

  • There is no longer an automatic Dex bonus to crits. Your threat range is determined by weapon stats and feats.
  • Armor has a stat called Fortification which reduces all WP damage. It is more generous than DR. Natural armor can provide this as well. Feats and powers can contribute even more.
  • Multipliers do count. I considered making them not count, and multiplied (but not base, including augments) damage would go to HP, but...it's just too damn complicated.

Natural critical hits follow this model, as do engineered crits like Aim. Sneak Attack will work this way, although it will be tougher, requiring Stealth checks with substantial penalties for things like wielding a large weapon or not actually having cover or concealment. Flanking won't be enough by itself.

And what of Crit Power? It doesn't exist. There is no need to be multiplying damage that went straight to WP.

Spell Damage

Melee and Ranged do a fine job of handling weapon damage. But Willpower has a undeserved monopoly on spell damage. Powers are much more complicated than weapons; swords and maces probably don't need their own damage skills, but Fire and Frost do.

To that end, spell damage is now decoupled from Willpower, and is determined by the specific Power Skill (e.g. Fire or Frost). Similarly, Spellcraft does not determine all DCs, but rather the Power Skill in question.

Base damage dice begin at 1d6 (1h) and 2d6 (2h). Feats can improve the die type.

One might ask, what ability score do you add to these skill checks? A fine question, as Power Skills have no inherent ability score. Instead,

tbd

Handedness

In the world of Reflex, it's become apparent that the old model of handedness needs to be reconsidered. Not only that, but swift actions are beginning to seem a little vestigial; not many actions are swift anymore.

Here's the proposal:

  • There is no longer an automatic "offhand action" for those not wielding two-handed weapons and spells.
  • As a swift action, you may make an attack with an offhand weapon (or shield bash), or cast a swift-action spell.
    • Feats may exist to grant swift action maneuvers to those holding a two-handed weapon, such as a pommel smash.
  • There is no damage bonus for wielding a two-handed weapon. However, such weapons usually have higher base damage than one-handed weapons.
  • Spells have no handedness.
    • Implements have handedness, and can affect your spell damage.
    • A two-handed implement will have higher base damage than a one-handed implement, in a similar manner to weapons.
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