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Author Topic: List of changes/additions for version 0.7 of the Open Beta  (Read 718 times)

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imported_Rasyr

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List of changes/additions for version 0.7 of the Open Beta
« on: December 08, 2011, 05:43:44 PM »
Okay, I think that version 0.7 will likely be the last version of the Open Beta. I am planning on it being the last version that I make any changes and/or additions to. After this version, all I want is to fix typos and correct any errors, in getting it ready for final publication. Plans are already in motion, which will hopefully result in FHG partnering with another company and getting Novus into distribution channels early next year (more on this as things progress).

Anyways, here is the list of major changes/additions that have been made or will be made on version 0.7 of the Open Beta. I am sure that I have missed one or two small things, but that is okay.


  • New Character Class -- In working on Libram Novus #3, I realized that while we had the Minor Adept talent in the core rules, we never made use of it. Therefore, I decided to add in a new character class that actually did make use of it. That would be the Mage (Dual), and we renamed the original Mage as the Mage (Classic)

  • Starting Equipment -- We have reworked the starting equipment to make sure that the character has what he needs starting out.

  • Mounted Combat -- I have added rules and talents to deal with mounted combat.

  • Fate Points -- I have extended the usage of Fate Points as discussed in another thread.

  • Stat Generation -- I have changed the method of Random Stat Generation and added in Point Buy method as discussed in this post -- http://www.firehawkgames.biz/forum/index.php?topic=775.msg7381#msg7381

  • Spells -- I am in the process of adding a couple of new spells to each School of Magic, and I am also adding Casting options to as many spells as I can. The options will vary from spell to spell, and the costs of the options will NOT invalidate the rules for modifying existing spells using the Spell Bases from Libram Novus #1.

  • Undead -- I have decided that I need to collect the Undead into a single section, much like I have done with Demons and Devils. And actually, Undead will come from a plane that borders the planes of both those Infernal types known as the Shadow Realms. Undead will be able to be summoned from the Shadow Realms and used in a manner similar to Demons/Devils. I think that this will be sooo cool...  Anyways, I will also be re-organizing the monsters to put the currently listed undead into the Undead section, just as Demons and Devils are listed in their own sections. Ghoul and Vampire Spawn have been added to the Undead section.

  • Combat Moves -- Have created a "Combat Move Design System" (to be released in a later issue of Libram Novus) and increased the number of Combat Moves in each section (Melee, Ranged, & Unarmed), and have reworked Combat Styles to work more closely with the Combat Moves.

  • Monster Stats-- In another thread, it was mentioned/asked about what the Saving Throw modifiers are for Monsters. I have decided that the best way to handle this would be to include those Saving Throw modifiers in the stat blocks for the monster.

    Instead of:
       Stats:    Chr: 9(-1); Con: 17(2); Dex: 10(0);
                   Int: 2(-3); Spd: 13(1); Str: 23(4);
                   Will: 12(0); Wis: 10(0)
    It will now be:
       Stats:    Chr: 9(-1)/4; Con: 17(2)/7; Dex: 10(0)/5;
                     Int: 2(-3)/2; Spd: 13(1)/6; Str: 23(4)/9;
                     Will: 12(0)/5; Wis: 10(0)/5

    With the number after the slash being the Saving Throw bonus for that stat.

  • Monsters-- As mentioned above, I have added a Ghoul and Vampire Spawn to the Undead. I am also adding a Werewolf as well

  • Speed - Expanded the definition of Speed slightly so that it is clearer that Dexterity is  more along the lines of manual dexterity while Speed is more swiftness and agility related. This included changing the stat of Acrobatics and Stealth to Speed (I left Riding as since riding does involve using the hands (on the reins, and knees on the flanks) to maintain control, it is more about coordination of the various body parts than it is balance/agility....

Blue == in progress
Green == not started yet[/list]

imported_Rasyr

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List of changes/additions for version 0.7 of the Open Beta
« Reply #1 on: January 13, 2012, 10:17:24 PM »
first post updated...

Also, have another thread discussing potential refinements/changes to the Combat Move/Style rules...

imported_Rasyr

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List of changes/additions for version 0.7 of the Open Beta
« Reply #2 on: January 15, 2012, 01:37:53 PM »
Have added a new item to the list in the first post - Saving Throw bonuses for Monsters - now to be listed in the stat blocks.

Offline Fidoric

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List of changes/additions for version 0.7 of the Open Beta
« Reply #3 on: January 15, 2012, 08:17:55 PM »
What about vampires and werewolves as additional monsters. Both are "traditional" monsters and he former would make a good addition to the new undead section IMO.

imported_Rasyr

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List of changes/additions for version 0.7 of the Open Beta
« Reply #4 on: January 15, 2012, 11:52:34 PM »
Vampires maybe, but werewolves aren't what I would consider Undead...

Offline Fidoric

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List of changes/additions for version 0.7 of the Open Beta
« Reply #5 on: January 16, 2012, 08:12:27 AM »
My word exactly: vampires could make good addition to the undead section. Werewolves are traditional monsters as well but not undead.

Offline samwise7

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List of changes/additions for version 0.7 of the Open Beta
« Reply #6 on: January 16, 2012, 07:11:11 PM »
I like the sounds of the proposed rule changes.

imported_Rasyr

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List of changes/additions for version 0.7 of the Open Beta
« Reply #7 on: January 19, 2012, 12:15:33 AM »
I have updated the first post accordingly....

imported_Rasyr

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List of changes/additions for version 0.7 of the Open Beta
« Reply #8 on: January 28, 2012, 01:52:28 PM »
I have updated the first post....

I am actually now going through the manuscript making last minute changes/corrections (due to the other changes listed above) and I should start pagemaking version 0.7 of the Open Beta on Sunday. This means that is is possible that I might be able to release the next version as early as late Monday (if I don't release it Monday, then it will likely be released on Wednesday, as I have to work my other job on Tuesday).

imported_Rasyr

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List of changes/additions for version 0.7 of the Open Beta
« Reply #9 on: January 30, 2012, 12:14:02 PM »
Update: Unfortunately, I got called into work on Sunday, so did not get to start pagemaking it (or to even finish with the last check through). All I have left to do is to  decide upon and add in 2 more undead and then I can start pagemaking today.

imported_Rasyr

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List of changes/additions for version 0.7 of the Open Beta
« Reply #10 on: January 30, 2012, 04:21:17 PM »
okay, everything is now done with the manuscript.

I am going to fix myself something to eat and relax for an hour or so and then begin pagemaking....

Offline samwise7

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List of changes/additions for version 0.7 of the Open Beta
« Reply #11 on: January 30, 2012, 06:10:58 PM »
I have no idea how this sort of thing works, but do you have a dedicated Editor for the game yet?  Is that something that will happen after we are done playtesting it.  I'm guessing you need someone that can really dig into the manuscript and help you fix typos, bad English usage, etc.  I'm not that guy, hehe, but I was just curious.  When 0.7 comes out, I am really going to try to make time to give it a thorough read through.

imported_Rasyr

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List of changes/additions for version 0.7 of the Open Beta
« Reply #12 on: January 30, 2012, 06:22:11 PM »
That is part of what the Open Beta is all about..... All folks to chip in with their 2 cents and make it a better game overall...


plus, I can also try to sweet talk my wife into proofing it -- she is a LOT more nit-picky, but it takes her a bit as well...


BTW, the Vampire Spawn is a 8th level critter (he is more along the lines of the vampires you see in Buffy/Vampire Diaries -- he has a hypnotic gaze and drinks blood, but no other powers, except being something of a badass...)

Offline samwise7

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List of changes/additions for version 0.7 of the Open Beta
« Reply #13 on: January 30, 2012, 10:56:06 PM »
Sounds like your wife will be a good Editor then. 

Offline samwise7

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List of changes/additions for version 0.7 of the Open Beta
« Reply #14 on: February 01, 2012, 03:30:29 PM »
I'm looking forward to seeing all of the new changes in version 0.7.