UPDATE DECEMBER 7 2020: The latest version of these rules can be found here.
SKILL CHANGES
Everyone starts with 1 extra point in Athletics, meaning average characters have a 2 in 6 base chance. If this takes you to 7 in 6, you must put the extra point somewhere else.
CLASS CHANGES
BODYGUARD
The Bodyguard class has the option to take damage in lieu of someone else taking it. This is subject to narrative plausibility at the discretion of the DM. You can dive in front of a knife or bullet, you can't take the damage from poison if someone else drinks it.
The Bodyguard class has the option to take damage in lieu of someone else taking it. This is subject to narrative plausibility at the discretion of the DM. You can dive in front of a knife or bullet, you can't take the damage from poison if someone else drinks it.
MODIFIED JULY 14, 2020:
MYSTIC
MYSTIC
- Mystics now start with 3-6 charm, plus or minus CHA modifier. This does not increase as they level.
- Blessings do not require a roll on the Cost of Holiness table if the recipient of the blessing passes their Charm roll.
EXPLORER
Explorers do not shrink the damage dice of their weapons. They roll damage normally.
ADVANCEMENT CHANGES
Multiply experience gained from treasure by 5. This results in the awkward expedient of dividing job rewards by 2 (since they give half XP), dividing that by the number of party members, then multiplying by 5. But it makes advancement fast enough to matter, instead of glacial. And it doesn't disrupt "balance", because the game has none and doesn't care.
I made exactly the opposite with Mystic skills. Instead of removing the Mystic's skill progression in Charm, I gave Occultists a similar skill progression in Translate. The consequences of failiure are nasty enough, and the pace of the skill progression is slow.
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