Main Menu

Anwyn

Novus 2nd Edition

Novus 1st Edition

Author Topic: Some potential changes for version 6 of the Open Beta  (Read 588 times)

0 Members and 1 Guest are viewing this topic.

imported_Rasyr

  • Guest
Some potential changes for version 6 of the Open Beta
« on: August 14, 2011, 01:51:48 PM »
We are in the process of discussing some changes to version 0.6 of the Open Beta rules, and I thought that it would be a good idea to mention some of the changes so that I can get your feedback on them.



  • Saving Throws -- It has been brought to attention that having level be added to Saving Throws can create situations were even mid-level characters find it way too easy to resist spells. Thus, we will remove level from the equation, and Saves will be "Stat Bonus + 5 + other modifiers". Other modifiers will include a Talent that can be purchased to increase your Save modifier by +1 (to a single stat). Saves ARE also explosive rolls, and I have listed some guidelines for Snags and Boons for them.
  • Hit Points -- Your starting number of Hit Points (for all characters) will be going up (20  + Str Stat + Con Stat + special), but we are also removing the Hits per level that each class has gotten. Instead, there will be two talents that can be use to increase Hit Points (there will be a Racial Max for each race as well, and that racial max will be adjusted for Strength and Con stat values).
  • Spell Points -- Instead of doing Spell Points per level, we will instead increase the number of starting Spell Points for Minor and Major Adepts (non-spell users won't get any starting Spell Points), and then giving 1 additional Spell Point per rank in Spellcasting (only the Spellcasting skill with the highest # of ranks is used if there is more than one)
  • Fate Points -- Removing the cap of 5 Fate Points. However, the free Fate Point whenever you go up a level only happens if you have less than 5 Fate Points. You can still earn FP through Nova Rolls, and one of the things you can do with Boon points for Saves is to spend them on purchasing a Fate Point.
  • Zone of Control & Opportunity Attacks -- Will be adding rules for these - as discussed in this thread

I think that about covers the largest modifications under consideration...

Feel free to give us some feedback on this... The more the better.

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Some potential changes for version 6 of the Open Beta
« Reply #1 on: August 14, 2011, 07:01:24 PM »
I think these mods make the character less level-dependant. I love non level-related hits, SP and Saves. The +5 mod to saves makes most characters able to pass a medium save roll with a average roll.

Maybe talents such as combat training and xxx adept should have their cost lessen as they won't give additional hits or SP per level.

I wonder if the way SP are handled could be expanded. Maybe other attributes may receive bonuses from skills. It was the way I deal with RR back in my RMSS years. There were three of them (physical, mental, magical) and each received a bonus from Body development, Self-control category or PP development respectively. Maybe hits could benefit from athletics or something like that ?

BTW, I would not like to be the one to re-stat all the monsters... 

imported_Rasyr

  • Guest
Some potential changes for version 6 of the Open Beta
« Reply #2 on: August 14, 2011, 10:50:51 PM »

I think these mods make the character less level-dependant. I love non level-related hits, SP and Saves. The +5 mod to saves makes most characters able to pass a medium save roll with a average roll.




Yes, making the game less level dependant was one of the reasons behind these sorts of changes, but I would strongly like to point out that I will not be removing levels. They make excellent break points to compare different characters which is good since there can be a lot of differences between skill ranks of two characters of the same class.

Yes, the +5 to the stat bonus was added to make an average roll be able to easily pass an average (TN 15) Save.




Maybe talents such as combat training and xxx adept should have their cost lessen as they won't give additional hits or SP per level.




Actually, the Combat Training talents will now give a static bonus to hits, and the Adept talents give even more Spell Points than before, so I think that those work out well..




I wonder if the way SP are handled could be expanded. Maybe other attributes may receive bonuses from skills. It was the way I deal with RR back in my RMSS years. There were three of them (physical, mental, magical) and each received a bonus from Body development, Self-control category or PP development respectively. Maybe hits could benefit from athletics or something like that ?




Hmmm....I wouldn't want to tie Hit Points that closely to Athletics, but I could see perhaps having it give a smaller bonus overall. No promises, but I will discuss it with the Alpha Playtesters.




BTW, I would not like to be the one to re-stat all the monsters... 



No flipping kidding..... I am not looking forward to it myself, and I have a Spreadsheet that I can use put formulas into to figure out the new stuff....

Offline samwise7

  • Newbie
  • *
  • Posts: 5
  • Karma: +0/-0
    • View Profile
Some potential changes for version 6 of the Open Beta
« Reply #3 on: August 15, 2011, 04:21:45 PM »
Do you need to refigure out all of the monster stats? 

Making monster stats doesn't necessarily need to be the same as making characters... 

imported_Rasyr

  • Guest
Some potential changes for version 6 of the Open Beta
« Reply #4 on: August 15, 2011, 08:01:20 PM »
actually updating the stats themselves isn't a horrendous job. The real pain is then updating the manuscript with the new numbers (not hard, but tedious as hell).

Offline Fidoric

  • Sr. Member
  • ****
  • Posts: 446
  • Karma: +0/-0
    • View Profile
Some potential changes for version 6 of the Open Beta
« Reply #5 on: August 26, 2011, 08:46:36 PM »
I have just read your last article (Aug 19th) and I positively love the modification to defense !
By the way, do you plan to have other beta versions after v0.6 or are we approaching Novus birthday ? I am not sure of what I would like the best. Playing with the definitive version of Novus would be great, but tinkering and thinking about how to make it better is very fun too.
Go ahead Rasyr !

imported_Rasyr

  • Guest
Some potential changes for version 6 of the Open Beta
« Reply #6 on: August 27, 2011, 12:00:32 AM »
Hopefully, there won't need to be additional versions after ver 0.6, but I will most likely still have to make a few corrections, and hopefully there won't be any more largish changes after this.