I've been working on 1.4.
For the time being I've removed most of the pictures, and that's cut 30 pages out the damn thing.
What needs to be reorganised?It's a bit of a mess, but it'd be helpful if people could point out the particularly poor bits that need work.
Bits I already know need redoing:
Support stuff is split between front and end of the doc
Weapons in starting list have different stats to weapons in tables
Thunder subcat in weapons tables listed as Wind
For the gameplay fixes, I'm thinking:
Gameplay changes:
General:
-You die when your KO counter reaches 0 and only then. This isn't actually what it says in the handbook, I believe.
-Perform grants 2 XP.
-Hit and Crit rolls are separated.
-Effective Damage is x3, even for crossbows
-Poison deals 2-6 DMG and can reduce HP to 0.
-Sleeping units always wake up when hit.
-Supports and Terrain grant DR instead of DEF.
-Supports that grant DMG also boost healing by the same amount.
-To rescue someone, you must have AID=/>CON of rescue target.
Character Skills:
-Blossom: Gives one extra prf stat of the player's choice
-Potential: Gives +5% to all stat growths. These may not be re-distributed.
-Daunt: Reduces Hit, Evd, and DGE by 5
-Disarm: Only activates on PP, now is cost
-Gamble: halves your final hit rate, doubles your crit chance
-Weapon Saver is free
-Provoke and Stillness have a 50% chance of triggering on units in attack range.
-Ignis: SKL+LCK% chance of adding half STR to magic attacks and half MAG to physical attacks. Free
-Sol: SKL+LCK% chance of recovering HP equal to half damage done in an attack or counterattack. Cost
-Luna: SKL+LCK% chance of ignoring half the respective defensive stat when making an attack or counterattack. Cost
-Reinforce banned
Personal Skills:
-All within 3 squares of x must instead be within 3 squares of 3 x unless x is very specific
Class Skills:
Trainee:
-All Trainee skills except Performer, Thief, and Rider do not apply
-Mage trainee: starting weapons are Wind/Lightning/Worm.
First class:
-Archer: Sidearm axed. Instead, Archers gain Overwatch: they may use their action to "hold" their attack until an enemy unit moves into attack range during the EP.
-Bandit: KotM is axed
-Bard: With a Little Bit is axed. Playing can now target up to two adjacent allies.
-Dancer: Boundless Stamina is axed. Dancing can now target any single ally within two tiles.
-Fencer: Sneaking applies to all non-wilderness terrain with Cover. Lose Indoor Combat, gain Pillar Dodging from 1.2
-Knight: Weapons are restricted to non-bow physical weapons, Hold the Line changed to Hold the Line: Passive. Whenever an enemy enters a space adjacent to the unit with this ability, their remaining MOV is reduced to 0.
-Mage: Nature Spirits is 1.2 version
-Monk: Pious Veil changed to 1.2 version and you can choose how much of your str to switch over, is not all or nothing
-Myrm: En Passant axed.
-Pegasus Rider: Magic Sink changed to +3 DMG/RES vs people with Levitation. Cloud Walking loses the MOV bonus.
-Pirate: Deflect axed.
-Scavangers: Power of the Underdog axed
-Shaman: Ancient Gamble: add up to STR in additional DMG but if the character misses this attack they directly suffer the bonus damage themselves and are Paralyzed until their next phase.
-Soldiers: Spear Wall axed, instead get Anti-Cavalry: +3 DMG vs mounted units
-Thief: Overdeveloped Sense of Self Preservation is axed, instead they get canto after using lockpick skill
-Troubador: Minor Arcana bonuses halved
-Wyvern Riders: Lose the weakness to wind, still weak to Thunder and Bows
Promoted Class:
-Assassin: Lose critical eye, Assassinate is 1.2 version
-Battle Mage: Jump axed.
-Berserker: Loses Berserker Barrage
-Bishop: Sanctuary reworked to giving an adjacent ally a bonus shield equal to half the Bishop's MAG.
-Crusader: Heroic Light's effect reduced to +5 RES.
-Dancing Blade: Choose one of Sword Storm or Sword Wall
-Druid: See Memory Magic rules.
-Duke Knight: Hot Start axed
-Enchanter: Song of My People axed.
-Falco Knight: Back Line Sweep axed.
-General: still cannot take bows
-Great Knight: Momentum is axed
-Hero: Only get Lend Me Your Strength OR Rough and Tumble, depending on promotion path. Mercs get LMYS while Fighters get RAT.
-Holy Guard: Aura of Vitality axed
-Inquisitor: Critical Eye axed
-Lore Masters: Call Magic replaced with Memory Magic, Dance Magic Dance axed.
-Mage Knight: Critical Eye removed
-Mountain Fighter: Critical Eye removed, Mountain Fighting changed to no mov penalty when moving to Hills and reduced mov penalty by 2 when moving to Mountains. Giant Swing ratio rebalanced to 5 hit per 1 DMG.
-Nomad Healer: Vulnerary has a cost of 100 Gold, and Elixir has a cost of 1500 Gold
-Nomad Trooper: Untouchable axed
-Paladin: Holy Shield axed
-Rogue: Critical Eye axed
-Sage: See Memory magic
-Saint: Overflow instead heals an adjacent ally by the amount of overhealing done. Staves that heal to full HP are considered to heal the target's max HP worth of HP.
-Samurai: Iaijustu axed
-Sentinel: Retaliation axed
-Sniper: Critical Eye removed
-Summoner: Critical Eye removed
-Swashbuckler: Grog soaked blade axed. Perfect Balance makes it so that battles that would have the Weapon Triangle against them, neither battler gets affected (enemy doesn't get WTA, Swashbuckler doesn't get WTD).
Swordmaster: Faster than the Eye axed.
-Valkyrie: Anti-Magic axed
-Warrior: BRUSH axed
-Wyvern Knight: Def bonus of Dragon Heart is changed to +3
Weapon Changes:
-Judgement magic is effective vs Class trees:
*Banish is effective vs Archer trainee tree except Spy tree.
*Ray is effective vs Rider trainees
*Thani is effective vs Soldier trainee tree except Social knight tree
*God Hand is effective vs Performer trainee tree.
*Leviathan is effective vs Priest trainee tree except Monk tree.
*Sleppnir is effective vs Thief trainee tree.
*Valaura is effective vs Mage trainee tree except Monk tree.
*Last Breath is effective vs Fighter trainee tree.
*Warding Seal is effective vs Swordsman trainee tree.
*Exorcism is effective vs Monk tree.
*White Lightning is effective vs Humans.
*Creiddylad is effective vs Non-humans.
-Dark Magic, Druidic subcategory:
'Triumps': Weapon Triangle advantage (no +1 DMG due to ->) AND Effective Damage against their specified target.
'Loses': Weapon Triangle penalty.
-Problem with Hidden Blade and Hidden Gun rank solved. WT of Hidden Blade reduced to 14 and MT of Hidden Gun reduced to 20. They attack once per round.
-Soliferrum has 1-2 range.
-Lyrics and Instruments affect up to 2 allies in range and last for 3 turns unless noted otherwise.
So lets discuss the problems with the Con/Aid system. As of right now, Con does two things. First, it determines who you can rescue, something that is affected by mounts, and preventing slowdown from weapon weight, which is not affected by mounts.
Aid has only one use: Determining if you can rescue a unit based on another player's con. However, since Aid is just a unit's con -1, and the rescue capability of a unit is any target with a con equal to or less than your aid, you can determine this ny instead asking: Is my con higher than the rescue targets? If yes, rescue.
I think this issue was floated in the past and was never fully addressed, but I suggest we simplify the system to CON and SIZ. Con only affects your attack speed, SIZ is your CON plus any bonus from a mount, and only determines rescuing. If you have a larger SIZ, you can rescue. If your SIZ is equal or less, you can't. Never again will we need to explain that a horse does not mitigate weapon weight penalties.
Do people want me to put in this?
It sounds like a good idea to me, but it's a decent change so I need people's opinions.