Rule Changes

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Revision as of 09:59, 29 August 2019 by Bink (talk | contribs) (Created page with "===Post Playtest=== * Starting XP increased to 7. * REPEL duration reduced from 5s to 3s. * WEAKEN duration increased from 5s to 10s. * Thrown Training no longer free for rogu...")
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Post Playtest

  • Starting XP increased to 7.
  • REPEL duration reduced from 5s to 3s.
  • WEAKEN duration increased from 5s to 10s.
  • Thrown Training no longer free for rogues.
  • Dirty Trick changed from ranged STUN to thrown STUN. Also renamed to Weapon Precision.
  • Resolve instant heal reduced from CURE 5 to CURE 3.

Pre-campaign

  • 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.
  • Alchemical Efficiency moved from rogue to general skills to make combat schools 11 skills each again.
  • Restorative nerfed from CURE 5 to CURE 4 and Invokers benefit from armour one less than other combat schools. This is to make armoured invokers less tanky.
  • Investigation, Inuition and Attune rejigged. Merge Investigation and Intuition and made Investigation and Attune more distinct by clearly separating what they work on.
  • Ability to consume alchemicals added to Investigation to buff result.
  • Iron Will buffed to resist emotion effects infinitely. This is to avoid nasty rule hacks to make it match Hearts and Minds, and isn't overpowered.
  • Dissection moved to General 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.