Tuesday, September 10, 2024

Construction Ahead! (2024)

Today I'll just do an update post, laying out some of the work that has been going on behind the scenes.

A couple of editing passes were made to the existing class documents. Previously, these were split between 2021 and 2023 versions; there are now 2024 versions of all 15 classes.

Some changes/updates that were recently made:

  • any instances of "advantage on base damage" were removed, and replaced with "mastery on base damage" -- the only exception is to the Barbarian's base melee damage
  • any instances of "off-turn action" were replaced with "interrupt"
  • most features that referenced "no action on your turn, or as an off-turn action if it is not your turn" were just changed to "no action" since this has been clarified to be an action type that can be done on- or off-turn
  • current "Brawl" mechanics are now using the terms "trip" (i.e. knock prone) and "shove" (i.e. push away); instances of the term "push" were left in, but the core rules were updated to explain that a push can be either a trip or a shove (as intended)
  • class stat layouts were re-structured; HP & initiative are now linked in the layout (instead of HP & engagement) while Surge Value, Reserves (per day), and Engagement are now all de-linked; some features which only improved HP will now also improve initiative bonus die
  • added Prone Shooter and Brawler feats; prereqs for feats were adjusted to fit the changes to class categories
  • Withdraw/Shift/Tumble have been clarified and greatly streamlined; "Disengaging" status now protects against all enemies in the encounter
  • Progression chart (which was instituted in the previous draft) has been added to the current draft of the rules; this also included the caveat capping knowledge skill ranks at 1+level

And, a couple of changes that are being debated:
  • reducing the overall power source options for classes, to be more "flavourful" or "thematic"; this may take the form of pushing some to the background, rather than outright disallowing them (i.e. presented as a 'slate' option, rather than a class option)
  • (speaking of backgrounds) possibly renaming power sources to 'backgrounds' or something similar
  • bringing back Skillset bonuses based on power sources (Shadow power source grants a skill rank in Infiltration, etc.)
  • more feats! suggestions needed/wanted
  • renaming Adventurer to 'Traveller' or something...

As I've said previously, the "character options" are more or less feature-locked; I'm not really looking to add anything, just making sure everything is using the same jargon and playing nice together. Likewise, most of the designs/mechanics are locked, it's just a matter of putting those to paper.

Having taken a chance to read through the classes, I'm really happy with how most of them turned out. I also like some of the ways the classes go off the beaten path:
  • the Occultist -- the new roles in particular making it more like the Darkest Dungeon class than a D&D Warlock or Diablo Necromancer
  • the Paladin -- leans more into the Diablo 2 version while still feeling pretty unique
  • classes that are typically complicated (like Sage or Bard) are pretty simple, while classes that are typically pretty simple/boring (like Barbarian or Fighter) have a lot more moving parts
  • still some complex classes (like Cleric and Druid)
  • some simple classes get a lot of customization options (like Warlord and Adventurer)
  • other simple classes are very straight-forward and unassuming (basically any of the Skill Expert classes)
  • still some that fit somewhere in the middle (Spellbinder, Guardian) -- a little bit of variety within the class, but very straight-forward subclasses

...

A relatively short post (by my normal standards) but hopefully it's enough to tide everyone over until September 20th. Check back then!

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