Rule Changes: Difference between revisions

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===Pre-campaign===
 
===Pre-campaign===
* Numerous skill renames.
 
 
* Mortal wounds no longer become non-mortal at the end of a linear.
 
* Mortal wounds no longer become non-mortal at the end of a linear.
 
* Invoker: Added Chain Shock because they were light on toys.
 
* 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.
 
* 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 rather than holding them back so they can dodge. Split in to 2 skills to compensate for the buff.
+
* 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 rather than holding them back so they can dodge. 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.
 
* 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.
 
* 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 Investigation and Intuition, and made Investigation and Attune more clearly distinct by separating what they work on, rather than a slightly nebulous "mundane" vs "elemental" information split.
+
* 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.
 
* Investigators can now consume alchemicals to buff their result.
 
* Attune now has base magnitude 0 to match Investigation.
 
* 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 without needing nasty rule hacks.
+
* Iron Will buffed to resist emotion effects infinitely, to match Hearts and Minds and without nasty rule hacks.
* Inspire's base ability buffed from once-per-day to once-per-day-per-target to match rituals.
+
* 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.
 
* 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.
 
* Several rituals made cheaper.
 
* Several other skill renames.
   
 
===Post Playtest===
 
===Post Playtest===

Revision as of 15:07, 29 August 2019

Pre-campaign

  • 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 rather than holding them back so they can dodge. 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.
  • Several other skill renames.

Post Playtest

  • Starting XP increased to 7.
  • REPEL duration reduced from 5s to 3s.
  • WEAKEN duration increased from 5s to 10s.
  • Rogue: Thrown Training no longer free.
  • Rogue: Dirty Trick changed from ranged STUN to thrown STUN and renamed to Weapon Precision.
  • Rogue: Survival removed.
  • Warrior: Resolve instant heal reduced from CURE 5 to CURE 3.