O.L.D. v1.2 Playtest Version B

O.L.D. v1.2 Playtest Version B

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O.L.D. v1.2 Playtest Version B


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This is the latest playtest candidate for the OLD core rulebook incorporating errata from the previous iteration (though possibly not some of the very last comments, as it would have gone to layout before them, so feel free to repeat those if they didn't get addressed).

As before, please look through and note any errata. As before, this will only be here for a short time.

Re. ToC and Index. Note that these have not been changed from the original yet. Please ignore both. They won't be updated until the content is 100% finalised.

{NOTE! Make sure you are looking at "draft06" not "draft05"!}

Updates in this version from the previous playtest candidate include:
  • Gnome & Beastfolk races
  • Secret pre-reqs for specialist magical careers restored
  • Attribute check to cast spells
  • Numerous minor errata
  • Arcane Bolt exploit for Mages
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  1. Morrus
    {NOTE! Make sure you are looking at "draft06" not "draft05"!}
  2. RobJN
    p. 184, Elements of Magic chapter, under the "Light" paragraph of the "Create" skill: "...and any who see it are subject to a MAG vs. Defense check or becoming inflicted with the half-blind condition..."
  3. Len
    Question about magical implements: Now that an implement is not tied to a particular magical skill, which skill is used to limit the equipment dice? Is it the skill used for the spell being cast? Or maybe spellcraft, as suggested in the thread A quick summary of OLD v1.2 MAGIC changes?
  4. Lucas Yew
    Ah, the clockfolk were removed? That's a bit sad...
  5. GrumpyChromosome
    I posted this comment to the previous version of the draft, but I edited it to take into account the feedback I received.

    • The Battle Mage's Artillery exploit only mentions a "vital attack". Is that MAG-based? Is evoke the right skill to add to the attack roll?
    • The Druid's Elemental Druid exploit only mentions a "ranged attack". Is that MAG- or DEX-based? Is evoke the right skill to add to the attack roll? Or should you rather add throwing? Or nature?
    • The Fire Mage's Firebolt exploit attack requires a "ranged attack (using your MAG attribute)". Is evoke the right skill to add to the attack roll?
    • The Ice Mage's Freezing Breath exploit gives you a cone-shaped ranged MAG attack. Is evoke the right skill to add to the attack roll?
    • The description of the Illusionist's Illusory Attack does not mention whether it is MAG- or CHA-based or whatever, nor does it mention whether it would be better to add illude or bluffing, nor what the range is supposed to be. Can you target anything in your line of sight? Or is the range just 30'?
  6. Woundweaver
    The section on flavouring your magic will need to be changed (pg 166). High Magic not needing skills doesn’t make sense anymore since skills are not needed to cast spells.
  7. easl
    Quote Originally Posted by Len View Post
    Question about magical implements: Now that an implement is not tied to a particular magical skill, which skill is used to limit the equipment dice? Is it the skill used for the spell being cast? Or maybe spellcraft, as suggested in the thread A quick summary of OLD v1.2 MAGIC changes?
    I had the same question on another thread. I believe Morrus said it's Spellcraft.

    Which makes it an important skill to get as a caster, as you now use it for bonus implement dice, and to detect magic, and to identify magic.
  8. Len
    Quote Originally Posted by easl View Post
    I had the same question on another thread. I believe Morrus said it's Spellcraft.
    Ah yes, I found that reference here. Thanks.

    It should be mentioned in the Magical Implements section (p. 168 in draft06).
  9. Len
    Chapter II, "Races and Attributes" (p. 22-23 in draft06):
    However, later in the character creation process, whenever you take a career grade, you may substitute one of the listed attribute advancements for one of the attributes to which your species grants a bonus—so Ogre characters may replace one of their attribute increases with either Strength or Endurance, and Grand Elves may substitute a listed attribute increase with Agility, Logic, or Magic. Alternatively, you may substitute your hook attribute for of the listed attributes.
    This conflicts with a couple of 1.2 changes: The "hook attribute" has been removed, and each class now has an exploit permitting one particular attribute to be substituted for a career attribute, rather than allowing any of the racial bonus attributes.
  10. Len
    Chapter II: Ogres and orcs are goblinoid but goblins are not??
    (p. 24, 27, 29 in draft06)
  11. Len
    Is Leadership supposed to be a skill or an exploit or both? In 1.1 it was a skill, but in this draft it's referred to as a skill and an exploit in different places.

    (I'm making a summary of 1.2 rules changes for my co-players as we prep for an upcoming campaign. That's why I'm noticing these things.)
  12. Steven Barker
    Quote Originally Posted by GrumpyChromosome View Post
    • The Battle Mage's Artillery exploit only mentions a "vital attack". Is that MAG-based? Is evoke the right skill to add to the attack roll?
    • The Druid's Elemental Druid exploit only mentions a "ranged attack". Is that MAG- or DEX-based? Is evoke the right skill to add to the attack roll? Or should you rather add throwing? Or nature?
    • The Fire Mage's Firebolt exploit attack requires a "ranged attack (using your MAG attribute)". Is evoke the right skill to add to the attack roll?
    • The Ice Mage's Freezing Breath exploit gives you a cone-shaped ranged MAG attack. Is evoke the right skill to add to the attack roll?
    • The description of the Illusionist's Illusory Attack does not mention whether it is MAG- or CHA-based or whatever, nor does it mention whether it would be better to add illude or bluffing, nor what the range is supposed to be. Can you target anything in your line of sight? Or is the range just 30'?
    I'm pretty sure it's a deliberate choice to leave what skills apply to attack rolls unstated. That's how WOIN normally does things, it just says to use an attribute and lets the GM and players discuss what skill pool can be added. There may be more than one that make sense!

    It probably is an error though that Artillery, Elemental Druid and Illusory Attack don't specify an attribute.

    Quote Originally Posted by Len View Post
    Is Leadership supposed to be a skill or an exploit or both? In 1.1 it was a skill, but in this draft it's referred to as a skill and an exploit in different places.
    It's both. The leadership skill is usable for mental defense, but doesn't have any other special rules. You can probably add it to some attribute checks, just like any other skill, but the GM and players need to agree that it applies. The Leadership exploit is unrelated, except by having the same name. The exploit text say how it works (the character with the exploit can donate their luck dice to other characters).
  13. Morrus
    While that is a deliberate choice, I think I’ll just make the decision for people and put the skill in there, as so many people keep asking. I prefer leaving it open ended, but it seems I’m alone in that!
  14. Len
    Got it. I guess some of us aren't used to thinking of skills as an open-ended list.
  15. easl
    Quote Originally Posted by Morrus View Post
    While that is a deliberate choice, I think I’ll just make the decision for people and put the skill in there, as so many people keep asking. I prefer leaving it open ended, but it seems I’m alone in that!
    I think suggesting 'evocation plus [one or two relevant non-magical skills specified by Morrus]' is a good compromise. It provides flexibility for groups or character concepts that don't want to use the full spell build system and would prefer to stick to career exploits, while providing good guidance on acceptable skills for GMs and players who like their systems crunchy and specific. But in that case, be sure to let the magical careers take the non-magical skill needed to use their exploit.
  16. Len
    Chapter V, "Transform": The cost for "animate" is inconsistent:
    Animate. Cost 2 MP per die. [...] The cost is 1 MP for each die in the creature’s maximum dice pool.
    (p. 200 in draft06)
  17. Egonz88
    Hi everyone! Long time lurker, first time joiner. I love the WOIN system and thought I’d help with proofreading. O.L.D. Page 129 - Lifting a heavy rock LOG carrying (example tasks bar, lifting is tied to Logic)

    Page 145 - the last sentence of the first paragraph has a reference to laser pistols: “For example, a character might move and then fire his laser pistol, or vice versa.“

    Also,
    O.L.D. Page 132 - “critical success pushes the target one stage down a status track“ (last paragraph under Critical Successes)
  18. Old_Timer
    In the monster creation rules it references Chi. Should this be MAG instead?
    Also in the monster creation rules there are a few Types missing, most notably the demon and Undead types even though a few Undead show up in the opponents section.
  19. Egonz88
    Page 152 - Conditions: the first paragraph mentions status tracks. I’m not sure if that’s language for the old critical conditions system. “Conditions can be brought about by spells, diseases, environmental effects, and more, and are measured on status tracks.”
  20. Egonz88
    Page 206 - Draco Slavu’s duration is 10 minutes but the description mentions “1-hour duration.”

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