All's been quiet on the Cecil front, now that I've gone back to UVic for the Business Program, that reading load is crazy. Expect that to be a running theme for me in the future, and I apologize in advance for it. But let's tackle some of the issues right now...
Judgement - Before, it targeted specific class trees, which would cover about three classes at a time (ie: Avalon would only be effective against Mercenaries, Heroes, and Commanders). But there was always Thani and Ray, which targeted Armoured and Horseback, respectively. Which, as we covered earlier in discussions of the Soldier's Anti-Cavalry special, there were a LOT of Horseback units (hence why Anti-Cavalry/Spear Wall was reworked and slightly nerfed). So, I decided to try a different direction, see if Judgement could work on a bit of a broader scope. Which leads to the problem of...
Critical Eye - When it was proposed Berserkers get Critical Eye back, it led me to consider why exactly. Previously, the only classes that had them were Sniper, Sentinel, Mountain Warrior, Holy Guard (now Inquisitors), and Assassins. So I thought, "What do all these classes have in common?" To which the answer was "They all only have access to one Weapon type." And while it was at S Rank, the +5 Crit bonus seemed like a fair compensation for their lack of versatility. So, in the interest of fairness, Berserkers were given Critical Eye, as were Summoner and Mage Knight....
Buuuuut then that all fell apart when I realized, even back in 1.23, Samurai ALSO had Critical Eye, and they had Swords AND Bows. So, in the future, that IS going to be a change, the units with Critical Eye are going to be parred down. Right now, I'm thinking the list will be Sniper, Sentinel, Inquisitor, Assassin (considering Berserkers already have a Crit boost built into their kit, and Mountain Warriors are more about flat damage than crits).
Critical Hits on one dice roll - This was an early consideration of mine way back in v1.0. The thing about this was I was concerned about the "roll to hit, roll to crit" system, because let's consider Leona the Mercenary, who goes into battle with a 90% hit rate, and a 5% crit rate. On her hit roll, she manages to roll a 3, and that's great! But then she has to roll for her crit, and manages 96. Which seemed a bit unfair, given how she lucked out with the hit roll. So I reduced it to 1 dice roll, except in the case of higher Crit Rate than Hit.
Two Rolls like in the Games/"True Hit" - This is a system seen in Fire Emblems 6 through 13. In 1 through 5, one Random Number was generated, and if it was lower than the Hit Rate, the attack landed. Because of this, characters with a 90% hit rate flat out missed 1 time out of 10, while characters with a 30% hit rate still hit 3 times out of 10, neither of which is an insignificant number. However, in the True Hit system, 2 Random Numbers are generated, then averaged, and if the average number is lower than the Hit Rate, it lands. So a 90% hit rate is actually 98%, while a 30% hit rate is actually 18%, which significantly changes the course of the battle, highly favouring units with a higher Speed and either Swords or Bows, while greatly hurting those with lower speeds, and the entire Axe and Dark Magic weapon tree. It also is an indirect nerf to Skill specialists, because, at a certain point, Hit Rate is basically 100% anyway, so pumping any more into it is only for the +15 bonus to crit from a max 30 Skill which caps might even prevent from happening.
So, yeah, that system is never going to be included in the Tabletop game.
GM's Handbook - Consolidating the Enemy Handbook/Monster Manuel into this is definitely making it the next item on the docket. I need to do more research into how a GM's Handbook is made, and, with school, it'll still definitely be a long while before its release.
Alchemist and Time Mage - If these playtests go well, I'd actually be interested in included them in one of the expansion books (either the Playable Races or Tier Three classes, which would incorporate the whole tree from First to Promoted to Tier Three)