Sunday, December 20, 2015

CHRISMAS UPDATES

Alright! I promised it so it's here!

The new update!

Since this one is so close to chrismas, I'll go and actually explain what I did and why in the changelogs.

CORE
5e 1.03 to 1.04
Removed the Gamble Skill
Removed Lucky Feat

Gamble and The connected Lucky feat was used so little that literally noone in my playtest group noticed or cared about it. I also felt that it was somewhat specific and out of place for a game like Ops and Tactics. Thus, removal.

Added More information to Knowledge Skills
Gave the ablity for knwoedge skills to create opportunities

The Knowledge skills can also be used to "Create Opportunities" by knowing things. This one was a request. Basically you can see if you know where all the good guns are, or where the underworld congregates with knowledge.


Changed lever Shooter and Pump Gunner so that Potshot attacks are availabe to pump and lever guns

This one is simple. It said one thing in one book and another in another. Consistency!

Changed how Error range works completely, so that the GM rolls error range per combat and the gun jams depending on the attack roll

Error range was actively scaring off my players from choosing weapons with an error range. So it's now on a per-combat basis instead of per shot, making the actual jam chance lower completely. It also operates on attack roll if you do fail the error range check at the beginning of combat.

So it's much better all around.

Removed the Automatic Attacks Variant Rule completely

This thing sucked. And it couldn't mesh with the rest of the rules. There were multiple issues and problems with it, and it really doesn't fit.

Remove ER from the following types of ammo

Cased:
AP
Reduce Incendary to 5%
Frangible
Exploding
Reduce Solid to 25%
Electric
UV
Silver
Shell:
Reduce Less lethal to 20%
Frangible
Flechettes
Explosive
Strung Buck
Caseless:
AP
Frangible

A lot of these rounds actually wouldn't make a quality weapon fire, as they're full load rounds. Also the bullet design is pretty much the same for most.

Added Perception as an archetypal skill to the Fast and the Strong

A balance issue. It would be expected that the combat archetypes be able to actually pay attention.

Changed C4/Semtex to plastic explosives

For flavor! Also a request.


Removed Handle Animal from the Strong Archetype SKill list

It made no sense. I think this was a hold over from D20 Modern.

Removed Structural, Visual Art, and writing Crafting from the Smart skill list

This is also a balance issue, the other archetypes would be far better at doing these things than the smart.

Added Drive to the STrong and the Tough Archetypes

See Above.

Gave the Wise an additional point at 2nd level Ref save

Balance issue.

Gave all archetypes but the Smart a +1 Boost in BAB

Balance issue. Separating the Archetypes a tad bit more. The smart's not supposed to be a combat master.

Increased Smoothe talker Special Ability from 5 to 6

Balance issue.

Removed Black Powder feats from Core Rulebook

Black powder makes far more sense in the sense of modern magika, so it, like the firearms, got moved there.

Removed the Homebrew Rules section and the variant rules

All of the variant rules are in the GM compendium, so there's no need to repeat them more than once.

ADVANCED ARMS
1.09 to 1.10
Changed .40 caseless to 2d12+6
Changed .28 caseless to 1d12+3

Balance issue. Caseless firearms were WAAAAAAAAAY too powerful for what they were. They were better in almost every regard. Had to balance them.

Changed Spacecraft Operation to differentiate by Size of spacecraft

It makes far more sense to delegate the SIZE of a spaceship than an arbitrary "Nothing bigger than fighter"

Added Weight to caseless magazines

I forgot this.


Added Tankers for transporting goods across space

I forgot this too! Space tankers away!

Added plastool

This was a suggestion by a playtester and friend, Boots, to have a tool that used plasma to do a bunch of various things.

Added Interceptors

Interceptors are basically the analog to regular fighter aircraft. Not great at long distance, very little cargo space(Mostly for gun ammo) and cheaper to make. Tie figithers? Tie fighters
Added Attackers

Space Bombers/Rocketships/Missleships. More of a pronounced attack type than Gunships.

Added Coupler, a way to couple ships freights to ships
The only way to drag stuff through space!
Added the Droppod Class
A drop pod is basically a way to get to a planet with some cargo, and launch back into space. They have no guns, have no way to fight, and work better as emergency ships than the deleted "Lifeboat" class









Added Repair Pods
Basically, a way to repair a ship in combat/out of combat! Targetable.

ARMORY
1.16
Changed Integral stocks so that they don't change the size of the firearm
changed Detachable stocks so they don't make a firearm larger than medium

Balance issue.

Removed Black Powder weapons from Armory
See the reasoning for Core

MODERN MAGIKA
1.16
Changed Black Powder weapons
Moved Black powder weapons from Armory to Modern magika and renamed them "percussion cap firearms"

Percussion cap firearms have been added, as well as the feats that go with black powder weapons, to provide a very good options for mages who want to enchant a firearm that isn't a single shot.

They're expensive, however. All of these were moved from Armory, and I added a few more.

Added the notion "When teleporting a creature, you do not change direction or speed." to teleportation in psionics and Magic

Balance issue.

Other Books that were modified
SD1
SD2
SD4
SD9
SR3

Procedural Guns
GM Compendium

ALRIGHT! That's all I got. The Blog and the Website have been updated, so feel free to download everything and play with the new rules!

Merry happy holiday chrismas and all that jazz.

AND FUCKING EMAIL ME IF YOU SEE ISSUES OR YOU WANT SOMETHING ADDED!



Saturday, December 19, 2015

A real post!

So, I'm working on a bunch of changes! Expect some new books soon! A lot was fixed! like Error range!

No longer will people be afraid of Error range!

There was also some rule shifting, some game balancing and the like.

And some flushing out of Advanced Arms, more ships and the like.

So yeah! Look for a new version soon!

Tuesday, December 15, 2015

I'm not dead, just working

Got a new job, and it's been kicking my ass.

I promise a release before Febuary! with more rules and more ships and stuff.

So yeah. Just a small update.