7 2
| Version ||7.2 beta 1 | | --- | | Development Began ||S 2012-09-22 | | Launch Date ||S 2012-10-27 |
General
- Removed Fortitude attribute. There is now a Fortitude skill.
- Removed Will attribute. There is now a Willpower skill.
Action and Hero Points
- Action Points are now a per-session resource; they are not restored at the end of each encounter, but rather at the beginning of each session.
- Hero Points are no longer automatically restored each session; instead, they are granted by the DM for completing important objectives (i.e. at the end of each episode).
Energy
- Energy attribute removed.
- Three new attributes defined:
Power Sources
- Redefined all existing Power Sources.
Powers
- Completely changed the Power system:
- Each power is now a skill. The power list somewhat resembles the old custom powers list, but it is more specific and expansive.
- Ranks in a power skill grant base powers as skill uses. Additional uses are gained through that skill's feats.
Combat
- Removed the ability to place Resist powers on armor.
- Shields redesigned: on successful Block, they now grant mitigation equal to your Block Rating, which is based on Strength and the shield's own bonus.
Wielding
- Standardized wielding:
- Two-handed attacks now inflict dice + stat + hpow damage.
- One-handed attacks now inflict dice + (stat + hpow)/2 damage.
- Powers can be "wielded" as well:
- A "two-handed" power inflicts damage as a two-handed weapon.
- A "one-handed" power inflicts damage as a one-handed weapon.
- It is possible to dual wield powers; this works exactly the same way as dual-wielding weapons.
- For example, wielding Fire in one hand and Frost in the other, you could spend a single standard action to attack with both powers.
- Attacking in such a manner would inflict less damage with each power, but might offer other tactical advantages. Whereas, casting either "two-handed" would inflict more damage than either individually.
- The dice, handedness, and ability score modifier of spells is given by the implement, just as Weapons determine these numbers for weapon-based combat.