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Author Topic: Upcoming Changes for version 0.5  (Read 613 times)

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imported_Rasyr

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Upcoming Changes for version 0.5
« on: June 10, 2011, 02:53:18 PM »
Since I am working on version 0.5 of the Open Beta, I figured that it might be a good idea to list some of the changes that I am making based on comments and other factors. This list is only for the larger changes that I am making, and won't include every single minor rewording. I will also update it as I go through everything and decide whether or not other changes may be required.



  • Half-Orcs - Their "Sturdy Build" racial ability has been reworked to give them a +5 bonus to base Hit Points and +1 to their Strength, making their stat total be +4/-3 (+2 total to both Con and Str, the minuses are untouched for the Stat Modifiers).

  • Classes -  I have removed the Spell using classes and replaced them with a single class, the Mage. When a player selects the Mage, he must then select a School of Magic from the School of Magic table. The Mage class gets a few static Favored skills and then gets to select a couple of Skills to be Favored, thus allowing for more individualized characters.

  • Classes - I have changed the Archer so that he now has only Combat Training I, but I have also added a new Class Ability, Archery (see below for the new Talent).

  • Classes - Martial Artist - I have added a new Class called the Martial Artist. The Martial Artist has the Advanced Martial Arts talent and 2 Weapon Katas (and Combat Training I).

  • Maximum Hit Points - I have added in a note that says that characters now have a Maximum Number of Hit Points. This max is equal to  (Str + Con) x 5. And yes, monsters will also follow this maximum. However, Large/Huge Monsters will, because of their great size, be allowed up to double this value. Right now, this applies only to the Basilisk, and the majority of the Dragons (the youngest type of dragon isn't large enough for this doubling).

  • Spell Points - I have changed the starting number of Spell Points for the Major Adept from (12 + Stat Bonus) to (10 + Stat Bonus) and increased the number of Spell Points that they get each level from 2 to 3

  • Languages - Have removed the limit on how many languages may be known.

  • Fate Points - Have added the option to use a static +/-5 instead of a non-explosive roll.

  • Talents - Have added a new Talent called Archery. It costs 10 CP, and is NOT Trainable. If the character is not mounted and/or does not move in the round he fires his Bow (this talent is for 1 specific type of Bow, chosen when taken), he has a Range Increment penalty of -2 instead of -4. If he takes a full round to prepare, he has no Range Increment penalty. May only be used if wearing Soft or Reinforced Leather.

  • Talents - Have added a new Talent called Weapon Kata. It is Trainable and cost 3 CP, but it may only be purchased if the character has the Talent, Advanced Martial Arts. This talent allows the character to use a single specific weapon (melee or thrown only) with his Advanced Martial Arts skill. Damage from any attacks is Hand Strike + Base Damage for the Weapon (i.e. 4 + Weapon Base Damage).

  • Talents - fixed costs for Shield Training in the text. Reworded Combat Training talents to specify that the the new HP/Lvl rates replace the normal 1 HP/Lvl rate. Reworded the Major/Minor Adept talents so that it matches other locations where the base Spell points are listed. Reworded a couple of other things within Talent descriptions as well, to hopefully make things clearer (Languages -- now specifically allow for learning up to 3 languages per level).

  • Treasure - Have changed "Scaling extra base damage separately" to cost 2,000 gp instead of 1,000 gp (example currently found in Firebow - does extra fire damage, and the fire damage scales separately (basically doubling scaling damage) -- I might still just pull this out completely, since it was included back when scaling damage was less than what it currently is.

  • Armor - Not too long ago, I had it brought to my attention that there was an issue with armor, specifically that the way that everything worked out,  both leather armors protected the same and all three metal armors protected the same. Therefore, I have tweaked AR values for armor. I have also raised the prices for them  as they were way way too low (sof leather is 10 sp, RL is 30 sp, chain is 60, scale is 100 and plate is 150 sp).

  • Starting Money - This has been increased by 10 sp and additional 1d10 sp (for a total of 30 + 2d10 sp).

  • *** Monsters- Added explanation of Creature stat block, adjusted hits on most monsters, adjusted DEF/AR on several monsters, re-organized stats on all monsters to be alphabetical, gave Dragons (not Wyrmlings) a Spellcasting skill bonus - leaving up to GM which spells they actually know).

[/list]

imported_Rasyr

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Upcoming Changes for version 0.5
« Reply #1 on: June 11, 2011, 03:38:55 PM »
Have added a couple of new items (marked with the red asterisks)

Offline Fidoric

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Upcoming Changes for version 0.5
« Reply #2 on: June 11, 2011, 04:30:52 PM »
And here I was, thinking my excel character sheet would soon be over...  BTW, I like the talents you have chosen for the Martial Artist.

imported_Rasyr

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Upcoming Changes for version 0.5
« Reply #3 on: June 12, 2011, 01:29:48 PM »
Have added a couple of new items (marked with the red asterisks)

imported_Rasyr

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Upcoming Changes for version 0.5
« Reply #4 on: June 13, 2011, 10:39:03 PM »
added a couple of new items

imported_Rasyr

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Upcoming Changes for version 0.5
« Reply #5 on: June 15, 2011, 05:44:21 PM »
added new item to the list (thanks Samwise for all the extra frikkin work there.... )

Offline samwise7

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Upcoming Changes for version 0.5
« Reply #6 on: June 15, 2011, 06:18:36 PM »
You are welcome.    hehe.

imported_Rasyr

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Upcoming Changes for version 0.5
« Reply #7 on: June 15, 2011, 06:26:37 PM »
Note: estimated delivery date for Open Beta version 0.5 is sometime next week.....

imported_Rasyr

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Upcoming Changes for version 0.5
« Reply #8 on: June 16, 2011, 11:10:45 AM »
Looks like I might (and I stress MIGHT) be able to release version 0.5 of the Open Beta later today. All I have left is fixing the TOC and index in the Deluxe version.

The TOC will take maybe 30 minutes. fixing the index will take an hour or more, I think.....