Rule Changes: Difference between revisions

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===Pre-campaign===
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===Term 2 Week 9===
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* White Tag has been added to indicate the character is a Keeper, with the same meaning as White Robe.
* Mortal wounds no longer become non-mortal at the end of a linear.
 
* Invoker: Added Chain Shock because they were light on toys.
 
* Invoker: Restorative nerfed from CURE 5 to CURE 4 and Invokers benefit from armour slightly less than other combat schools. This is to make armoured invokers less tanky.
 
* Rogue: Combat Awareness changed from "use wits to dodge" to "once per encounter dodge, and use wits to recharge it". This is to make it so rogues can actually use their abilities against invokers and ranged rogues rather than the best tactic being to hold them back to keep dodge available. Split in to 2 skills (Danger Sense and Awareness) to compensate for the buff.
 
* Rogue: Alchemical Efficiency moved to general skills because rogues now had too many toys.
 
* Warrior: Implacable buffed to mitigate CRUSH to TRIPLE instead of TRIPLE STUN.
 
* Influence campaigns moved from Connections to Negotiator, which were then renamed to Contacts and Smooth Talker respectively.
 
* Merged Intuition into Investigation, and made Investigation and Attune more clearly distinct by separating what targets they work on, rather than a nebulous "mundane" vs "elemental" information split.
 
* Investigators can now consume alchemicals to buff their result.
 
* Attune now has base magnitude 0 to match Investigation.
 
* Inspire renamed to Hearts and Minds
 
* Iron Will buffed to resist emotion effects infinitely, to match Hearts and Minds and without nasty rule hacks.
 
* Leadership renamed to Inspire, and its main ability buffed from once-per-day to once-per-day-per-target to match rituals.
 
* Dissection moved to general skills to avoid science-side controlling all the resources. Dissectors can hack up non-humans for resources, but it takes dissector+surgeon to autopsy non-humans to learn things.
 
* Several rituals made cheaper.
 
* "Trader" renamed to Tricks of the Trade and smuggling made slightly better.
 
*
 
   
===Post Playtest===
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===Term 2 Week 6===
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* Reagents freely available with Ducatto now cost 1 Ducatto if bought before interactives and linears.
* Starting XP increased to 7.
 
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* REPEL duration reduced from 5s to 3s.
 
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===Term 2 Week 4===
* WEAKEN duration increased from 5s to 10s.
 
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* Any reagents now freely available for Ducatto can be taken as your default downtime gather, both for unsubmitted downtimes and missed weeks.
* Rogue: Thrown Training no longer free.
 
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* Rogue: Dirty Trick changed from ranged STUN to thrown STUN and renamed to Weapon Precision.
 
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===Term 2 Week 1===
* Rogue: Survival removed.
 
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* Sense Magic is now unlimited uses for everyone. Bear in mind using Sense Magic on a person is mildly uncomfortable, so you might get complaints if you do it to everyone.
* Warrior: Resolve instant heal reduced from CURE 5 to CURE 3.
 
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* Insightful Observer can now identify the intended effect even if you don't have the skill being used.
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* Insightful Observer can now be used to once per day ask COMPEL: Tell me, was that the truth?
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===Pre-Term 2===
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* Wounds will now say on the card if they can only be treated in an interactive. If it doesn't it can be fully treated in the field.
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* Preparation's skills can now be activated separately.
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* Reanimation now gives CURE 1 while incapacitated once per day instead of temp HP.
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* Clarified that tricks, techniques and focus powers can be untrained, so you can retrain the one you chose when you took Combat Training without unlearning your whole combat school.
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* Clarified that you can unlearn any two rituals when unlearning Learn Ritual, they don't need to be two you learned at the same time.
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* Clarified that skills that grant calls can't be combined with each other or other abilities that grant calls, such as weapon oils and pacts.
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===Term 1 Week 4===
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* [[STUN]] changed to allow moving at a walking pace rather than immobility.
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* Learn Ritual changed to grant 2 rituals each time the skill is taken.
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* Lowered several ritual costs, particularly for rituals that use a wound slot, and sometimes added a discount when the thaumaturgist casts on themself.
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===Term 1 Week 2===
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* Non-contact players are now identified by the lovely flourescent yellow bands we were gifted last week.
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* Clarify that Backstab can only be done with <24" '''melee''' weapons.
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===Term 1 Week 1===
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* Learn Ritual now learns 50% more rituals - every second time you take the skill you learn 2 formulaic rituals instead of one.
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* Downtime deadline changed to Monday afternoon, since we're clearly not going to have a refmeet between midnight and then...
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===Pre-campaign===
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See [[Rule Changes/Pre-Campaign|here]] for the changes between the pitch document and the final rules.

Latest revision as of 16:55, 12 March 2020

Term 2 Week 9

  • White Tag has been added to indicate the character is a Keeper, with the same meaning as White Robe.

Term 2 Week 6

  • Reagents freely available with Ducatto now cost 1 Ducatto if bought before interactives and linears.

Term 2 Week 4

  • Any reagents now freely available for Ducatto can be taken as your default downtime gather, both for unsubmitted downtimes and missed weeks.

Term 2 Week 1

  • Sense Magic is now unlimited uses for everyone. Bear in mind using Sense Magic on a person is mildly uncomfortable, so you might get complaints if you do it to everyone.
  • Insightful Observer can now identify the intended effect even if you don't have the skill being used.
  • Insightful Observer can now be used to once per day ask COMPEL: Tell me, was that the truth?

Pre-Term 2

  • Wounds will now say on the card if they can only be treated in an interactive. If it doesn't it can be fully treated in the field.
  • Preparation's skills can now be activated separately.
  • Reanimation now gives CURE 1 while incapacitated once per day instead of temp HP.
  • Clarified that tricks, techniques and focus powers can be untrained, so you can retrain the one you chose when you took Combat Training without unlearning your whole combat school.
  • Clarified that you can unlearn any two rituals when unlearning Learn Ritual, they don't need to be two you learned at the same time.
  • Clarified that skills that grant calls can't be combined with each other or other abilities that grant calls, such as weapon oils and pacts.

Term 1 Week 4

  • STUN changed to allow moving at a walking pace rather than immobility.
  • Learn Ritual changed to grant 2 rituals each time the skill is taken.
  • Lowered several ritual costs, particularly for rituals that use a wound slot, and sometimes added a discount when the thaumaturgist casts on themself.

Term 1 Week 2

  • Non-contact players are now identified by the lovely flourescent yellow bands we were gifted last week.
  • Clarify that Backstab can only be done with <24" melee weapons.

Term 1 Week 1

  • Learn Ritual now learns 50% more rituals - every second time you take the skill you learn 2 formulaic rituals instead of one.
  • Downtime deadline changed to Monday afternoon, since we're clearly not going to have a refmeet between midnight and then...

Pre-campaign

See here for the changes between the pitch document and the final rules.