Wednesday, August 14, 2013

Play-test Update 8/14/13


I just uploaded a new version of the play-test document to Google Docs. This is the 8/14/13 revision.

This revision has several big changes.


  1. I introduce a new kind of "Pre-Hit Points" called Luck Points. I got feedback that there weren't enough hit points for a heroic game, so I added Luck Points, which represent NOT getting hit (what D&D hit points are technically supposed to represent). You can also spend Luck Points on modifying your attack rolls. Once you run out of Luck Points, you take damage to your Hit Points as wounds. Luck Points are also easily recoverable in between fights. The basic idea originated in d20 Star Wars Vitality Points and Wound Points, but it was something I've been thinking about for D&D Hit Points for a long time.
  2. I introduce two new "character types", essentially frameworks for spending skill points. I could just open it up and say "you have 16 skill points, buy whatever you want". Instead, I like putting structure and restrictions. The original "character type" gave you one primary skill, max level 4-8, four secondary skills, max level 2-6, and unlimited tertiary skills,  max level 1-4. I have now introduced the "specialist" which has one primary skill, max level 5-12, with no secondary skills, and the "Jack-of-all-trades" with no primary, but eight secondary skills, max level 2-6.
  3. I removed the hard cap on Reactions. Now you get a number of Reactions equal to your Agility bonus with no penalty. Every reaction you take after that suffers a cumulative -2 penalty. 
  4. I added teratic potions to the equipment list.
  5. I listed all the specialties in the skill list for ease of reference.
  6. I changed the name of the genetic engineer alchemist. I know, AGAIN! I like the Arabic origin and exotic sound of this new name.
  7. I changed how I express heroic tasks to be a bit more formulaic and shorter.
  8. I re-expressed the combat rules to be a little clearer, making use of the new standardized format.
  9. A few other minor revisions, changes. 
As always, I appreciate comments, feedback, and suggestions. I can't wait to play-test these changes on Friday night. 

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