Since playtesting ended, most of my blog entries have been about ways in which the rules need to expand even further, so that we can give greater clarity about how the game should function, and how the mechanics should be used. This will likely take on a similar writing process; however, I first want to release a new playtest packet. (The intention always having been to do 2 or 3 drafts, throughout 2018.)
This draft already includes a few rules changes/clarifications, coming out of the playtest and other sources of feedback -- but largely, this is not what I would call a "stable" or "finalized" draft. This time around, it'll be more of a work in progress (as was largely the case in Beta 4) and I intend to be continually adding smaller changes as needed, as well as stapling on whole new sections, as they become complete.
The Next Project -- 2018(b) Playtest
Current changes: [from 2018(a) to 2018(b)]
- Included a longer explanation of the "Expertise" mechanic, hopefully reducing confusion
- Changed the "Reliable" property to only work with basic attacks that are made as a Standard Action
- Changed the rule for "Power Attack" to make its interaction with Advantage a little simpler; removed the option to deal the higher attack roll as extra damage, to facilitate this (and also because that option was overpowered/overused)
- Made some clarifications to Advantage/Disadvantage/Expertise applying to dice which are stacked onto a d20 roll (generally, Expertise should apply, but the others should not; this may need further attention)
- Expanded on some of the core dice mechanics
- Added an example of when Advantage (from a critical success) might be applied before making a roll
- Clarified the game term "maximum value" (specifically, max on d10 is 10, rather than it being used as a 0-9 scale)
- Explanation of "Training Die" added to the core dice mechanics
- Clarified some of the mechanics around "Double Rolls" (specifically, those pertaining to treating a Basic Roll as a double roll; added explanation about the uses of the dice from a double roll being a function of the feature that is using the roll, rather than there being a general rule that is always used.)
- Changed list of classes to a table, rather than bullet-points
- Clarified the amount of HP characters have after a rest; if they began the rest with more than their maximum, then it is reset to their maximum.
- Added a rule for the off-chance that a class gets a single Power Source, 3 times
- Changed the rules for applying Advantage (from a critical success) to a skill check; this can now be used on any check (not just Untrained) but specifically only applies to the d20 roll
- Explanations for basic attacks (under the "Actions in Combat" section) were expanded a bit, as per feedback/suggestions
Changes that still need finalization:
- The "Weakened" effect will probably need to be changed, in order to make it function properly with Monster Math expressions
- Expanded rules for summoned creatures i.e. when they do or do not count as allies (work-in-progress)
- Expansion/clarification of the "Nearby" position
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If you have any feedback or suggestions, please get ahold of me however/wherever you link to the blog from.
The next post should be up on October 20th, so check back then!
The next post should be up on October 20th, so check back then!
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