7 5

| Version ||7.5 | | --- | | Development Began ||S 2015-Oct-8 | | Launch Date ||U 2015-Oct-31 | | General Goal ||New power system: 1 power per level, powers come in blocks of 3-5 ranks, many new schools allow recreation of classic class concepts. |

General

Action Points and Reflex

Where there were two, there is now one: Action Points.

They cannot be used for rerolls as such, although they can be used to immediately attempt some new action to recover from failure. If you really must change the past, use a Hero Point.

Hero Points

Same uses as before, but value is now calculated as such:

New Attributes

They aren't really new attributes, but you can now invest directly in several attributes by spending Attribute Points

Focus and Hocus Pocus

Focus is now Int-based, but otherwise unchanged.

Mana is no longer an automatic attribute. Instead, it is granted by the Magic power source. Similarly, Psionics grants Energy, The Force grants Force Points, etc. Coincidentally, they all work much the same way, and are Wisdom-based.

And thus, Magic, and any power source that is virtually the same:

Damage Model

Completing the work of 7.4.1:

Skills

Power Skills do not exist.

There will probably be a reckoning to come with skills. The system isn't really Skill Point based anymore.

Brainstorming

Let's consider which skills are truly first-class:

And those that aren't:

I rate these based primarily on how often the skills have mattered in all games for the past few years. The core combat skills will always dominate, and those which establish a DC or add to damage are yet more important than those which are fully defensive in nature (like Fortitude).

No idea what to do about the problem, just trying to break it down further.

Actually

May have an idea:

Powers

Powers have been simplified. Each level, you get 1 new power, or increase the rank of an existing power by 1.

Powers can be:

Feats

You still get 1 feat per level. Your Powers grant you a list of optional feats that enhance those powers specifically (and help distinguish you from other users of those powers).

Old 7.5 (to be archived)

Idea Bin

;Initiative:

New Combat Model

.Removed attributes: Mana, Focus, Stamina .New attributes: Might, Spirit, Focus.

Might:

Spirit:

Focus:

Passive Defenses

Whenever attacked, you may attempt to avoid the attack entirely using Block, Dodge, or Magic Resistance.

Initiative

It is no longer true that every actor rolls Initiative at the start of combat.

Instead, any actor may choose to act at any time, if they have sufficient Action Points. All actions consume Action Points (generally std 3, sw/mv 1, fr 0-ish). A given action might well be a reaction to some other actor's action. This system allows for a robust system of moves and countermoves, largely negating the need for Hero Point interrupts and actions that are inherently immediate.

When more than one action is happening at the same time (a common scenario), a Bidding War begins:

Gameplay continues until all actors are out of AP, or choose to "bank" their AP. At this point, a new "round" of combat begins, and all AP totals refresh.

Action Point Re-Rolls

Action Points are no longer used to re-roll failed rolls. They may still be used to repeat actions, which is similar in concept. It is still possible to use a Hero Point to automatically succeed at any check.

Each individual skill allows for one re-roll per session per rank. Thus, if you have 10 points in Agility, it is rank 2, and thus you may take 2 free re-rolls of Agility checks per session.

Limit Break

The flat damage bonuses and defensive ratings provided by Spirit, Focus, and Might are all well and good, but are sometimes insufficient. Thus, the Limit Break.

Any time you use Spirit, Focus, or Might (attacking, defending, etc), you may break your normal limits by attempting a Limit Break. This is a skill check, whose type depends on the attribute:

You must decide what you are attempting, then attempt the check:

Limit Break DC Penalty Mishap Chance
2x 20 -2 10%
5x 30 -4 20%
10x 40 -6 30%
25x 50 -8 40%
50x 60 -10 50%

On success, you multiply the effect of the attribute by the listed multiplier. For example, a melee attack deals double damage on a 2x limit break, and a Block attempt blocks 5x your Block Rating in damage.

On failure, you still achieve a Limit Break of whatever the dice indicated (if the result was greater than or equal to 20), but you suffer a penalty to the attribute in question based on the Limit Break you were attempting, as determined by the chart above. Furthermore, there is a chance of a mishap.

When a mishap occurs, roll 1d4 to determine the effect:

Old Content - 7.4

The big changes:

Combat Styles

Analagous to a 3e class without a power source. Controls your baseline combat abilities (dodge rating, to hit, etc).

Combat Style Description Strong Average Weak
Fighter All-around fighter Melee, Parry, Fortitude Ranged, Dodge Willpower, Concentration
Rogue Tricky, sneaky Dodge, Melee Concentration, Ranged
Ranger Pew pew Ranged, Agility

Or Maybe Not

Could we keep the skills, and just segregate them?

Skill list:

What aren't skills doing well:

Why classes/combat styles?

Why not classes?

How about attributes?

Is there a way to fix classes?

Starting Over

Okay, fuck it.

What exists, and what should exist?

The most System 7ey way:

Examples:

Maneuver Prerequisites Ranks
Combat Mobility Agility skill, matching rank - Rank 1: extra 5-ft step each round, tumble through threatened area, etc. - Rank 2: pass obstacles while moving without provoking, extended reach.
Evasion Agility skill, matching rank - Rank 1: evasion (agility checks, stamina) - Rank 2: uncanny dodge, active dodge

Okay, let's just call 'em Talents if they're not Powers.

The attributes:

Initiative and Reflex: