Version 0.12.5:
Reducing the effect of all-or-nothing Defense:
- Added a "graze" mechanic: Failing an attack roll by less than 10 points still does damage, but 15 points less than a regular hit.
- Added a similar mechanic for single-target non-damage ("save or suck") spells: Failure by less than 10 results in the Dazed status, representing the effort it took to shake off the effect.
- The reason: In a system with so few combat rounds, a round in which an attempt to diminish the opposition fails completely is extremely powerful, and used to be way too frequent (and save-or-suck was therefore generally not used except in circumstances where you have no chance of seriously harming the opponent).
Connected to Defense changes:
- Ranged Dodge from deflection for shields, cover and some worn armors reduced from 3/6/9 to 2/4/6.
- Shield damage, which previously occupied the "missed by less than 10" space, was completely redesigned: It now occurs whenever the wielder uses the shields Armor bonus, and inflicts a Medium Wound if the attack damage was greater than the shield's RW (20+ damage for regular shields), or a Light Wound if less than 10 below (10-19 damage for regular shields). No separate roll.
- Full Defense with shields now only gives +2 Defense (like on regular or cautios attacks), as +5 was a bit much. Likewise, Full Attack with two weapons now only gives +2, not +5. Two weapons and weapon-and-shield mostly behave the same way now (a bit simpler). A second weapon gives +2 Exploit Range on Full or Focused attacks, though, to give dual-wielding at least some validity (damage would get it in two-handed Versatile weapons' territory, Weapon Exploit feels more unique for the style too; restricted to offensive attacks because it fits the style).
- The Breach Defenses maneuver now gives a +15 attack bonus for initial activation rather than +10. After all, it must contend with the new method of "trying to inflict at least a graze", and should thus be very likely to succeeds. The granted bonus on the subsequent attack remains at +10, because even if you don't hit, you will now likely at least get a graze. It is a bit of a desparation maneuver against high-defense opponents and should remain a last resort, preferably if outnumbering the evasive foe.
- The rules for hitting the wrong target at range now define interaction with interpose interruptions: The interposing character takes a graze on any miss but the projetile doesn't fly on.
- The arrow-catching enchantment now always provides an RW bonus, because a shield user is more likely to take at least a graze despite the Parry/Dodge bonus and "pays" with shield damage to use the Armor bonus. It was also clarified that noone beyond the target may be hit if the attack misses completely (which is often the point of the enchantment), and that it does not affect spell projectiles like Acid Arrows or Magic Missiles.
Spells
- Protection From Arcane no longer grants the save bonus against damage spells, because that made the higher-level Resist Elements a pretty pointless spell to use (and the combination of both stronger than it was intended to be). It always was supposed to be more against preventing disabilities rather than withstanding damage. also removed the +2 RW against summoned creatures, because the Wis save for them to attack is already enough of a bonus, and it's easier to keep one situational modifier in mind than two of them.
- Ray of Enfeeblement now also inflicts Dazed, because lowered Str hardly hurts many builds, especially mages. And with the new "Dazed on successful single-target save", the spell might have been more effective against mages if they make their save than if they fail it, which would have been dumb. Also, Dazed isn't that devastating against fighters (against whom the Str penalty often is devastating), and Dazed fits the whole "your energy suddenly got ripped out" vibe.
General:
- The ability score maximum is no longer hard-capped at 12/13 for level-ups and potions. Having a 13/14 at level 10 won't make that much of a difference, and beyond that... a dragon or (super-rare) epic-level "barbarian" with Strength 16? Why not, it's a fantasy game after all, and except for major monsters, hardly anyone will ever even reach levels 12+. And "single super-powerful" characters aren't all that powerful in the system anyways due to action economy. Extra spellpoints are now granted beyond Int 12.
- Small-Folk Magic Resistance now gives +5 to Con, Int, Wis and Cha saves instead of +2 to Dex, Con and Int and +5 to Wis and Cha. Should be eaasier to memorize, easier to apply against attack-roll spells (applies only to RW, not both Dodge and RW) and also more consistent between damage spells (was stronger against attack-roll spells than against area effects and Magic Missile).
- Changed free movement to allow using it to move alongside allies, which is important for formations to avoid turn-based shenanigans like moving through a temporary gap that shouldn't logically exist, and to be able to still interrupt enemies to protect those allies without them being temporarily out of range. It can now also be used on one of your own turns instead of just the first one to mke things easier to handle and since the restriction wasn't super-important.
- Added movement cost for sideways and backwards moves, turning and difficult terrain. Somehow I had always forgotten to list those...
- Updated the combat examples.
- Clarified how picking non-Class-list known spells works for multi-class mages (one third outside all of his classes). Also removed the clause that such outside spells are changed to his won Class, as this is no longer necessary since switching from Spell Slots to Spellpoints.
- Fixed a typo in the earlier damage range changes, where lasers were now listed as 45 damage instead of -4 damage (which was supposed to replace the previous -5).
- The Fear status effect now no longer has the Intimidation roll against passive Wis save: For a while now, passive thresholds were assumed tob e only for damage and RW; was missed back then, though. It's an active save now, allowing a mix of succeess or fail results for multiple targets. There is no longer an inherent +5 bonus wo the Wis save, but the order may take higher penalties for going against the target's nature (-5 for moderate, -10 for strong; was only -5 for strong before), allowing for more degrees in the acceptibility of commands.
- Updated the character generator (ranged defense bonuses for shields and armors).