Distinguished players, just in time for the new school year, the Player's Handbook version 1.3 is available!
You can find the pdf here:
http://www.mediafire.com/?v8r0s54gune7264Making use of your wonderful work playtesting both 1.2 and 1.22 to their limits, version 1.3 incorporates many of the changes you suggested, as well as many of the clarity issues you recognized. The following is a list of all the major changes to the book, summarized (you can see the finger details in the guidebook proper), which includes...
- The Experience Pool system now matches many of the home rules: every time the pool reaches 100, it empties out and all players gain 100 XP
- Groups that skip the trainee stage can add the 5 additional progression points they would've gotten from Trainee -> First Class Promotion
- All % based Character Skills incorporate the +Luck mechanic
- Awareness is now a Free Skill. This may go back to Cost once Enemy stats and skills are worked out
- Blossom now grants +5% to all stat growths, instead of redo rolls
- Charisma and Daunt do not stack
- Counter now returns all the damage, but only for Melee attacks
- Corrosion is removed, and replaced with Disarm, a Free Skill that has a Skill+Luck chance of unequipping the enemy's weapon, forcing them to re-equip next turn
- Gamble reduces Hit by 20, but increases Crit by 15
- Guard can only cover for one character per turn
- Miracle has a Luck*2 chance of leaving a character alive with 1 HP, unless they were already at 1
- Provoke will cause all enemies to attack you over all others, UNLESS nearby allies are incapable of counter attack
- Stillness is now a Cost skill that ensures you will not be attacked unless you're the ONLY target in range
- Reinforce is removed, and replaced with Weapon Saver, which gives a Luck*2 chance your weapon doesn't degrade in quality
- New Promotion Item: Medal of Distinction. An optional promotion item for Trainees
- Trainees now have a class skill to grant them a minor bonus. This can help ease them into their First Class, and/or encourage GMs to present more challenges
- These minor skills do not transfer to First Class
- Rider Trainees now promote to Social Knight, Pegasus Rider, and
Nomad Wyvern Rider - Soldier Trainees now promote to Soldier, Knight, and
Wyvern Rider Social Knight - Mage Trainees can now choose to take Anima, Light, or Dark
- New Promotion Item: Faith Icon. An item for classes like Monk or Priest
- Lockpick now clarified as a shared skill
- All classes now with lore/fluff
- Archers gained clarification on their skills:
-Ballistician now scales with the Archer's highest Bow Rank. Snipers can use Macedonia without having to specialize in ballista
-Sidearm now clarifies Archers can have up to a C Rank Sidearm in their free inventory to counter into melee - Bandit and Pirate's Raid now affects Obstacles as well as Supply Lines
- Bards and Dancers can only grant additional turns to allies who have already taken a turn
- Dancers' Boundless Stamina only restores 5 HP instead of 10
- Fencers gained clarification on Sneaking, which only works once per turn and does include Stealth
- Armoured now has the Damage Threshold instead of the flat 1-6
- Mercenary's Inspiration has flat bonuses instead of scaling
- Myrmidon's En Passent clarifies that it can still crit
- Pegasus Rider's Cloud Walk now grants +1 MOV outdoors
- Pegasus Rider has a new skill: Magic Sink, which increases the quality cost of nearby enemy tomes
- Scavenger's skills got reworks:
-Scavenge Gold now steals 100 Gold from First Tier units, and 200 from Promoted units. Each unit can only be stolen from once
-Power of the Underdog now has a cap of +5 DMG and +25 Hit/Evade - Shaman's Ancient Gamble renamed Ancient Resolve to better reflect its effect
- Social Knights can now choose two of five stats to make their preferred: Strength, Skill, Speed, HP, Defense
- Soldier's Spear Wall and Anti-Cavalry consolidated into one skill. Damage and Defense against Riders reduced
- Steal first factors Speed, then Luck, failing on a draw
- Troubadour's Minor Arcana removed the random element. Now grants flat Skill and Speed bonus on heal
- Troubadour has a new skill: Walking On Air, which grants them Levitation when they Dismount
- Wyvern Rider's Dragon Scales reworked: Now grants +5 DEF and RES when at Max HP or MaxHP-1[/i]
- Battle Mage skills reworked
-Imbue Arrow always targets Defense
-Fire Arrows/Concussive Shot reduces enemy Damage by 3 for one turn
-Thunder Arrows/Thunderclap reduces enemy Hit by 15 for one turn
-Wind Arrows/Disorienting Gale reduces enemy Evade by 10 for one turn
-Jump now spends Move instead of Action. Can move to inaccessible terrain, or move 6 spaces in one direction over enemy units and rough terrain (stopped by Flying Units) - Berserkers gain Critical Eye
- Berserker Barrage changed: Now reduces DEF and RES by units of 2 to increase Crit by units of 5
- Bishop's Lay On Hands removed. Replaced with Revitalize: use a Healing Staff to restore HP equal to MAG to all allies adjacent to you
- Bounty Hunter's Steal Weapon now has a Con*2 Weight limit
- Commander's replace Axes with Anima, lose Preserve Weapon as a skill, and gain several more simplified Rally skills per level
- Crusaders replace Cover with Mission from God, which grants them a Weapon Triangle Advantage against one Class Tree
- Heroic Light gains +1 more RES against Dark, and now grants +5 DMG vs Undead
- Call Magic changed to what was proposed by the forum
- Duke Knight's Jousting now uncapped. Hot Start now starts at +30 and goes down by 3 each turn, bottoming out at +3
- Falco Knight gets an additional n, becoming Falcon Knights. In addition...
-Charge now adds an additional attack at the end of the exchange of blows, rather than going another full round
-New Skill: Back Line Sweep. If a Falcon Knight kills an enemy with an attack they initiate, they return to the space they were on at the start of their turn before using the rest of their MOV - Generals drop Guardna, picking up Armoured for Soldiers promoting to General, and a Skill+Half Luck% on Big Shield
- Great Knight's Slow Start renamed Momentum
- Hero's Rough And Tumble and Lend Me Your Strength now flat bonuses instead of scaling. Shield and Sword no longer requires MOV to activate
- Holy Guard renamed Inquisitor and given Last Rites, an execution skill that costs as much HP as they take away
- Mage Knight renamed Holy Guard and made Troubadour exclusive
-Weapon Ranks Changed to Staff (B), Anima (B), Weapon (B) for one subcategory each, C for the rest
-Spear and Magic Helmet replaced with Heroic Advance: +3 RES to allies within 3 Spaces, and +6 personal RES vs Light Magic - Lore Masters can work off Strength or Magic to account for Dancers promoting to Lore Master
- Master Spies no longer play the meta, instead gaining Traps proposed by the forum, as well as Sappers, powerful anti-Armour oneshot traps
- Mountain Warrior's Giant Swing now costs 10 Hit per 1 Damage increase
- Nomad Trooper's Plains Walk and Plains Fighting consolidated into one skill, Master of the Plains
- Rogue's Bag of Holding reworded for clarity, and new skill Detect Trap, which detects and disarms adjacent traps
- Saint's Sacrifice replaced with Staff Mastery, which either grants a shield of bonus HP, two buffed allies in one go, or a redo on an Ailment Staff with a new target
- Samurai's Musou now increases Crit by MAG when at 50% HP or under
- Swashbucklers gain Grog Soaked Blade, a special poison that applies on their attacks
- Valkyrie's Niebelung Valesti replaced with Anti-Magic, which grants +30 Evasion to Tomes and Ailment Staffs
- Wanderer's Bargain now straight up adjusts prices by 30%, no up or down
- Warriors now promote from Ocean Seal
- Wyvern Hunter's Strong vs Airborne replaced with Pierce
- Wyvern Knight's Scatter replaced with Dragon Heart. Wyvern Knights also gain Armoured
Mage Knight
Weapon Ranks: Anima Subcategory (S), Anima (B)
Skills: Critical Eye, Horseback, Dismount, Walking on Air (Levitate while Dismounted)
New Skill - Spear and Magic Helmet: Wield any Magic Weapon, use MAG stat at either range, targets enemy's Defense stat
- New rule section on Weapon Subcategories
- Expanded section on Special Rules, including Higher Crit Than Hit, and Pierce vs Big Shield
- Terrain adjusted
- Ailments actually added to Terrain & Ailments section
- Death no longer has 3 Strikes rule; if the timer his 0, you die
- Players are only allowed to be revived from 0 twice per battle; if they go to 0 for a third time, they die instantly
- NPCs are only allowed to be revived from 0 once; if they go to 0 again, they die instantly
- Lords still able to cheat this with Tactical Retreat
- Weapon Stats adjusted, complete with clearer identity for subcategories like Thrust, Polearm, Bludgeon and Sidearm
- Judgement and Warding, hopefully, no longer trash
-Judgement now targets classes based on their shared skills (ie: Targets Horseback, Armoured, Lockpick, Levitate, Critical Eye, etc)
-Warding now comes in two flavours: flat DEF/RES bonus, or scaling DEF/RES bonus per hit against all types of attacks
This is still an ongoing project, so if you guys spot anything wrong, or if additions or adjustments horrifically break the game, keep on play testing and we'll eventually get to v2.0
What to expect in v1.4:
- Continued balancing of class skills and weapon stats
- Gold values attached to weapons
- Weapon Section that details what the heck a Rukkard is, or why the heck White Lightning is effective vs Dragons
- Enemy Section to provide guidelines on enemy classes, stats, and skills