7 6

| Version ||7.6 | | --- | | Development Began ||S 2016-Mar-23 | | Launch Date ||Not yet launched | | General Goal ||Many more powers, fixing balance between generalists and specialists. New core mechanics to better suit cinematic play. |

General

Advancement

Also, see Aspirations (work in progress). This will determine how new levels are gained.

Combat Mechanics

Skills

Skills no longer grant as many built-in abilities. See Skills for a list of what each skill can do.

Dodge and Parry exist again.

Skills are once again based on Skill Points. Formula is very simple: skill check is 1d20 + skill points + ability score.

Feats

Slightly rarer now, at 1 per 2 levels.

There are a few new categories now, not targeted at any given skill. Hoping to add more along these lines.

See Feats for a complete list.

Powers

Breaking powers down into smaller, more specific units. For example:

See Powers for a complete list.

Ideas, Notes, Wish List

Hero Points

Aspirations

See Aspirations for work in progress.

Backgrounds

Feats to help round off a character at creation (especially those without a fancy race). Similar to Legacy?

Powers

All uses are possible at rank 1, but advanced uses cost extra Mana or add +x (where x is a multiple of 5) to the Spellcraft DC. Ranking up adds +5 to Spellcraft checks and +1 Mana efficiency, effectively neutralizing higher-level uses.

Power feats probably don't need to exist, because they are baked into the power as advanced uses.

Some advanced uses cost way more Mana or DC, and are intended for ritual use.

Also see 7.6 Gating

Tier Bonuses

Every 5 levels, you get certain bonuses, such as:

Resource Points

Revisit Resource Points with updated numbers to provide mapping between Powers and Equipment. Basically, any power can be turned into equipment at a given price, regardless of source. No more ambiguity about alchemcy, inscription, echantment, power suits, etc. They're both powers and equipment.

Observations

Feats are working out great. Powers are fine. Skill points, well...they're really fiddly. 10 was too many, 5 may be too few, and the whole exercise is really crunchy and probably overkill.

What we're basically trying to allow is this:

The (New) 5-Rank System

For all skills and powers, there are 5 ranks of proficiency and use:

;Proficiency:

Rank Name Description
0 Untrained Roll checks at 1d20 + 1/2 level + ability score
1 Proficient Gain +5 proficiency bonus to all skill checks
2 Expert Can take 10 in any scenario. Can spend 1 Focus to gain +5 to the check instead of a re-roll (max +10)
3 Artisan Roll two d20s for each skill check, keep the higher one
4 Master No maximum Focus limit
5 Epic Critical failure isn't always failure, but counts as -10. Rolls of 20 count as 30

;Use:

Rank Name Description Example Rules
0 Untrained Something anybody can do with no training. (Agility) Stand on one foot for 6 seconds with eyes closed. Roll a normal skill check
1 Proficient Something a trained person can do easily, but difficult without training. (Survival) Start a campfire. Roll a normal skill check
2 Expert Something an expert can do reliably, but with mere proficiency, failure is likely (Agility) Jump from one tightrope to another Cannot spend Focus to re-roll
3 Artisan Even experts are likely to fail (Ranged) Split an arrow at 100 yards Critical failure range is 1-9
4 Master Only masters need apply (Persuasion) Change a creature's attitude from Hostile to Friendly Roll one fewer d20. If zero, you fail
5 Epic Epic-level only

Idea Scratch Space

Just to jot them down:

How to balance generalists vs specialists:

Revisiting paths: