7 2 1a
| Version ||7.2.1a | | --- | | Development Began ||T 2012-10-30 | | Launch Date ||S 2012-11-03 |
General
- Clarified Opposed Skill Checks.
- It is possible to take 10 on any defensive skill check (i.e. in Melee Weapons vs Parry, Parry is "defensive"). Common examples include Parry, Dodge, Block, Fortitude, and Willpower.
- It is recommended that enemy minions always take 10 on these checks.
- Partially fleshed out rules regarding Effects, including Action, Cooldown, Duration, Range, and Target.
- Range has been simplified to 5/10/20 squares, no level component. Use Enlarge if you want more range. (Note: this only applies to Effects, i.e. Powers and Maneuvers. Weapons are still governed by Range Increment)
- Clarified Wound Points
- Wound Points are caused by any attack that inflicts an Injury.
- Whether or not the injury itself is mitigated or healed, the Wound Points remain (though they can be mitigated and healed separately).
- If you build up enough Wound Points, you suffer effects such as Disabled, and can even die.
Skills
- Added Invocation, Evocation, and Thaumaturgy.
Powers
- Reorganized all powers into Power Skills.
- They are all now proper skills, with base uses and feats. Gone are mention of "base powers" and "techniques"; the BP cost and mechanics are just like any other skill.
- 7.2.0 powers have been grouped into fewer, more inclusive groups. For instance, Affinity and Plants are now part of a single group: Affinity.
Grip
- Now part of the Force power skill.
- Size Matters Not no longer costs a Build Point to learn, it is available to all. However, the cost is no longer 1 Mana per stack; it is now 1 Hero Point per stack.
Equipment
Armor
- Now modifies Fortitude skill in addition to providing DR, Resist, and buffs.
- Fortitude skill can be used to mitigate injuries, wound points, critical hits, and sneak attacks. This has the potentially to majorly affect combat flow. For example:
- John attacks Imhotep with a blaster. He rolls Ranged Weapons and gets a 26. He rolls 35 damage.
- Imhotep attempts to Dodge (1d20+10), but only gets a 21. He is hit!
- Imhotep rolls Block (1d20+15), achieving a 30. He blocks 10 damage, reducing the damage to 25. This is still above Imhotep's Damage Threshold, so he will suffer an injury.
- Imhotep rolls Fortitude (1d20+20) to mitigate the injury. Thanks to his heavy armor, he achieves a 35. This reduces the injury by one category (from minor to none). Imhotep suffers no injury (but he still suffers the Wound Points).
- It is not necessary for all of the defensive checks to be rolled; it is possible to take 10 on them. Thus, Imhotep could be said to have a "Dodge AC" of 20, a "Block AC" of 25, and a "Fortified AC" of 30. And so...
- Any attack that beats 20 hits, but is blocked, and any injuries it causes are mitigated.
- An attack that beats 25 but not 30 is not blocked, but still subject to mitigation.
- An attack that beats 30 is not mitigated in any way.