Rule Changes: Difference between revisions

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===Pre-playtest===
 
===Pre-playtest===
* Generalised MINOR and MAJOR calls in to a single EPIC call that can apply to anything.
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* Generalised MINOR and MAJOR modifiers in to a single EPIC modifier that can apply to anything.
 
* Rogue: Added Alchemical Efficiency to buff "healer" rogue.
 
* Rogue: Added Alchemical Efficiency to buff "healer" rogue.
 
* Invoker: Field Medic removed; still available under Surgery.
 
* Invoker: Field Medic removed; still available under Surgery.

Revision as of 11:36, 30 August 2019

Post-playtest

  • Starting XP increased to 7.
  • REPEL duration reduced from 5s to 3s.
  • WEAKEN duration increased from 5s to 10s.
  • Mortal wounds no longer become non-mortal at the end of a linear.
  • Merged Ambidex, Buckler and Two-handed in to one Melee Training skill to give fighters more flexibility without increasing their power (since you can't use more than one of those at a time). Also makes Shield+Polearm 1 skill cheaper.
  • Invoker: Added Chain Shock because invokers 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: Thrown Training no longer free.
  • Rogue: Dirty Trick ranged STUN changed to thrown STUN and renamed to Weapon Precision.
  • Rogue: Survival removed.
  • Rogue: Combat Awareness buffed 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 (it was already the strongest defensive skill; after the buff it was absurdly strong for one skill).
  • Rogue: Alchemical Efficiency moved to general skills because rogues now had too many toys.
  • Warrior: Resolve instant heal reduced from CURE 5 to CURE 3.
  • Warrior: Implacable buffed to mitigate CRUSH to TRIPLE instead of TRIPLE STUN.
  • 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.
  • Analyse Power changed to add extra Sense Magic uses instead of extra information from it, and renamed to Keen Observer.
  • 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.
  • Attune now has base magnitude 0 to match Investigation.
  • Investigators can now consume alchemicals to buff their result to match Attune.
  • Smuggling made slightly better and merged with Appraise and Spot and named Tricks of the Trade.
  • Inspire renamed to Hearts and Minds and emotion effects cut down to a set designed to promote action, rather than being sad in a corner.
  • 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.
  • Several rituals made cheaper.
  • Empower nerfed for rogues. Added +1 Hit option to Empower so rogues with Quick Wits can still benefit from the ritual.

Pre-playtest

  • Generalised MINOR and MAJOR modifiers in to a single EPIC modifier that can apply to anything.
  • Rogue: Added Alchemical Efficiency to buff "healer" rogue.
  • Invoker: Field Medic removed; still available under Surgery.
  • Influence campaigns moved from Connections to Negotiator, which were then renamed to Contacts and Smooth Talker respectively.