I'm closing in on being done with the first pass of the rules revisions. Most of the rules are already revised, and now I am moving on figuring how best to format the information so that it is accessible. Finally, I will still need to update all of the other side documents, like the weapon list and character sheets, to match what few minor changes are dependent.
The Core Rules and the Big Book of Magic are getting most of the changes.
• Character creation was split off to a separate document.
• Base stats and limits for Defensive Stats changed slightly.
- Resistance is now 5 + END, rather than ENDx2.
- Defensive Stats now have the same limits as skills, which they directly oppose.
• Created reliable movement classes for different types of things.
• Running or Dashing now makes it slightly harder to shoot and be shot in return.
• Has not yet, but will be: moving traits, perks and flaws into a spreadsheet. Integrating the short rules block into the core.
• Made concise rules for "intervene" actions, which are actions that happen outside the normal initiative order.
• Re-factored weapon ranges and range penalties to be more consistent, and more useful in vehicle combat.
• Re-factored crippling wounds to work more consistently for characters, gear and vehicles.
- Crippling wounds now have a permanent penalty, and a temporary penalty. The temporary penalty can then still be inflicted by characters who wish to use non-lethal attacks.
- There are now definitive rules for when the character takes too many wounds.
• Target Number and Margin of Success costs for special actions are now more consistent.
• Many special combat actions now have more concise descriptions.
• Adding rules for creating gear and enchantments from scratch. (Tool requirements to follow shortly.)
• Magic rules underwent a MAJOR overhaul. This was the primary reason for updating to a new version.
- Potency and Difficulty are now separate considerations.
- Potency is a static value based off of a character or objects energy expenditure and their quality/SPECIALs.
- Difficulty involves circumstantial things and extras that make casting more difficult.
- Alchemy, and by extension all magic that interacts permanently with material components, such as enchantments, received major changes.
• Toxins and Diseases have been re-factored to be more consistent.
• Adding more concise rules for gear, which had been severely lacking.
• Will, in the future, be updating some of the weapons to have slightly more health, and will be altering some of the melee weapons to be more diverse. (in terms of functionality)
If people have any comments or suggestions, please let me know.
