2019 rules spitball
Posted: Tue Nov 13, 2018 1:47 am
Here’s my mechanical spit-balling for the 2019 season. These are merely my opinions and I will gladly respond to any questions regarding clarification on mechanics in regard to my proposed changes as well as concerns that I think warrant additional conversation.
Essence pools: Get rid of it. It was an unneeded addition, and in my opinion, just makes another stat to track. Any skills that rely on Essence pools should be converted into lifepoint, reload, or charge up skills (or a combination thereof)
Resists and Immunities: Any call that you are able to resist or call immunity to you are also interrupted by. The call “No effect” should not be used. Use only either “Resist” or “Immunity”
Remove Lifestyles: They haven’t served their purpose for years and is merely a roleplay consideration and is only a gatekeeper to certain disciplines nowadays.
Racial Essence boons and disciplines: Go back to racial essence boons, drop racial disciplines.
• Avyana: Flee
• Beastman: Resist Disease
• Dwarf: Resist Poison
• Elf: Lesser Channel (10 sec charge to Throw/Swing “3 Magic”)
• Ga’Vin: Regenerate
• Guthrie: Resist Fear
• Human: Income (Gain 5 silver at game on)
• Orc: Lash Fear (10 sec charge to call “Lash Fear”)
• Tsunotaur: Add an additional minute to bleed out
• Valkyn’Vi: Knockout (10 sec charge to swing “1 Sleep”)
Pathways: Each pathway will have 8 skills per tier to choose from. You may only select 4. Possibly drop Magus and Arcanist for balancing purposes. I can certainly give my opinions as to the skill selection for each pathway but I’ll save if anyone is legit curious.
Pathway specialties: If the skills per pathway get an overhaul these will inherently change, but the biggest one that needs change is Improved Modify Spell. This specialty should only work on gamestop area effects, not screams, and there should be a cap on how many you can remove. If essence pools stay I recommend making the above distinction and adding an additional cost of 1 essence per 2 people added beyond the first 3.
Alchemy and Crafting: Remove the very specific components and instead make it Basic, Advanced, and Master components across the board. Convert costs to reflect this. For example: A small basic building will cost 10 simple crafting components. A Medium basic building would require 10 advanced crafting components. A large basic building would require 10 master crafting components. (Take these numbers as merely an example of mechanic).
Potions could either be converted just to stay in step with this mechanic, or keep them as is. Although I would recommend removing the current batch mechanic and just giving everything a brew time similar to how waypoint handles it.
Max level cap: Maximum character level for a PC is 50. Any characters currently over this may convert their levels over 50 as if they retired their character and bank them like earned NPC levels/reward. This is done to remove an avenue of power creep.
Disciplines: Remove all level 2 swap outs.
Shields: I feel the current shield number system is clunky and while it maintains the realism that a shield that’s comfortable for my frame isn’t the best fit for someone else’s, it does so in a way that creates some headache. I feel going back to a static value for shields would be best. Shields also increase your armor category by one step. NoneLightMediumHeavy. If a player were to go beyond their current allowed armor category, they cannot run or swing for more than “0”. Use shield should be rewritten to reduce this effect.
• Light shields: max surface area is less than 2 square feet.
• Medium shields: Max surface area is less than 4 square feet
• Heavy shields: Max surface area of 6 square feet
• *A shield may have any square footage from 1 square foot up to its category maximum*
Holdings, Military, Trade Routes: These things honestly bog down the stuff that staff has to deal with between events. I propose getting rid of them entirely. They’re pretty much money sinks anyways.
Like I said, any questions regarding mechanics changes I’ll gladly delve into. If you agree with an idea, let it be known. If you disagree, then say so and concisely say why. I'm all for cordial discussion. Any blatant inflammatory remarks that add nothing to the discussion will be directed to Angie or Noah.
Again, this is only my opinion. This is not what’s currently on the roster for changes. Any likeness of actual changes is purely coincidental.
Essence pools: Get rid of it. It was an unneeded addition, and in my opinion, just makes another stat to track. Any skills that rely on Essence pools should be converted into lifepoint, reload, or charge up skills (or a combination thereof)
Resists and Immunities: Any call that you are able to resist or call immunity to you are also interrupted by. The call “No effect” should not be used. Use only either “Resist” or “Immunity”
Remove Lifestyles: They haven’t served their purpose for years and is merely a roleplay consideration and is only a gatekeeper to certain disciplines nowadays.
Racial Essence boons and disciplines: Go back to racial essence boons, drop racial disciplines.
• Avyana: Flee
• Beastman: Resist Disease
• Dwarf: Resist Poison
• Elf: Lesser Channel (10 sec charge to Throw/Swing “3 Magic”)
• Ga’Vin: Regenerate
• Guthrie: Resist Fear
• Human: Income (Gain 5 silver at game on)
• Orc: Lash Fear (10 sec charge to call “Lash Fear”)
• Tsunotaur: Add an additional minute to bleed out
• Valkyn’Vi: Knockout (10 sec charge to swing “1 Sleep”)
Pathways: Each pathway will have 8 skills per tier to choose from. You may only select 4. Possibly drop Magus and Arcanist for balancing purposes. I can certainly give my opinions as to the skill selection for each pathway but I’ll save if anyone is legit curious.
Pathway specialties: If the skills per pathway get an overhaul these will inherently change, but the biggest one that needs change is Improved Modify Spell. This specialty should only work on gamestop area effects, not screams, and there should be a cap on how many you can remove. If essence pools stay I recommend making the above distinction and adding an additional cost of 1 essence per 2 people added beyond the first 3.
Alchemy and Crafting: Remove the very specific components and instead make it Basic, Advanced, and Master components across the board. Convert costs to reflect this. For example: A small basic building will cost 10 simple crafting components. A Medium basic building would require 10 advanced crafting components. A large basic building would require 10 master crafting components. (Take these numbers as merely an example of mechanic).
Potions could either be converted just to stay in step with this mechanic, or keep them as is. Although I would recommend removing the current batch mechanic and just giving everything a brew time similar to how waypoint handles it.
Max level cap: Maximum character level for a PC is 50. Any characters currently over this may convert their levels over 50 as if they retired their character and bank them like earned NPC levels/reward. This is done to remove an avenue of power creep.
Disciplines: Remove all level 2 swap outs.
Shields: I feel the current shield number system is clunky and while it maintains the realism that a shield that’s comfortable for my frame isn’t the best fit for someone else’s, it does so in a way that creates some headache. I feel going back to a static value for shields would be best. Shields also increase your armor category by one step. NoneLightMediumHeavy. If a player were to go beyond their current allowed armor category, they cannot run or swing for more than “0”. Use shield should be rewritten to reduce this effect.
• Light shields: max surface area is less than 2 square feet.
• Medium shields: Max surface area is less than 4 square feet
• Heavy shields: Max surface area of 6 square feet
• *A shield may have any square footage from 1 square foot up to its category maximum*
Holdings, Military, Trade Routes: These things honestly bog down the stuff that staff has to deal with between events. I propose getting rid of them entirely. They’re pretty much money sinks anyways.
Like I said, any questions regarding mechanics changes I’ll gladly delve into. If you agree with an idea, let it be known. If you disagree, then say so and concisely say why. I'm all for cordial discussion. Any blatant inflammatory remarks that add nothing to the discussion will be directed to Angie or Noah.
Again, this is only my opinion. This is not what’s currently on the roster for changes. Any likeness of actual changes is purely coincidental.