Gosh where do I even start?
Been some pretty substantial upheavals to say the least, so Ill just shoot em off willy nilly.
Name Change: Name is condensing down simply to Labyrinthian. I and others kept calling it Labyrinths and so I did the thing and embraced it mostly, going for the one word Labyrinthian to still be evocative.
The Class system is being pulled back...slightly, to make more logical sense in tandem with the Skill system. We'll still be having 30 levels worth of class content, but it will be split 2/3 base class (focusing on just a Primary and Secondary Ability Chain) and 1/3 Subclass. These will still be linear but will be more tightly focused and, best of all, easier to compress down for ease of use on a Character sheet.
The (Talent and) Skill System meanwhile is embracing a sort of hybrid of Oblivion's and Skyrims skill systems, but with my unique take on how Attributes relate to skills.
In a nutshell, your Talents (Attributes) are derived from the average of 4 Skills under it, and the resulting Talent Modifier (goes up to +30) not only factors into the 4 Energies, but also serve as your Skill mod. That part was already a change from earlier, but Talents now all contribute a number of different Passives and Abilities.
As an example, lets look at Charisma:
Charisma
The measure of one's force of personality, social competence and warmth.
Your Charisma is derived from the following Skills: Provoke, Deflect, Charm, and Appeal.
Passives:
Your Charisma passively influences your capabilities to converse with others. If your Charisma exceeds the Charisma of your quarry by 5 or more, you will be able to re-roll any failed check made against them using your Charisma Skills once per conversation. If you exceed their Charisma by 15 or more, you will be able to re-roll any failed check twice.
Inspiration: Your deep connection to your inner charisma allows you to inspire your companions. For every 5 points of Charisma you earn, you gain one usage of Inspiration. You can provide inspiration to a party member, allowing them to add half of your Charisma modifier as a bonus to their next skill check that involves communication. This will max out at 6 uses at 30 Charisma, and upon reaching 30 Charisma, you will be able to grant your entire modifier to your companion's roll rather than half.
Force of Personality: Your charisma provides you the means to defend yourself against those who wish to delude you through magic or wicked words. When making a Saving Throw to resist magical illusions or the Charismatic ploys of others (such as Intimidation), you may add half of your Charisma Modifier to your Saving Throw. When you achieve 30 Charisma, you will be able to apply your entire modifier.
Done this way, Talents justify their use very, very much.
But the Skills themselves however are the really big change, though I suspected this was going to come sooner or later.
Essentially, each individual skill is going to have Perk Paths (more creative name pending) that you can choose to spend your Skill points on in lieu of an additional level in the Skill. As for what these Perk Paths will cover, Im intending to, if I can, have paths that will basically cover every "Pillar" in the game (Combat, Adventuring, Social, Crafting, Domains (!!!), Warfare), and will be treated essentially as chooseable Ability chains similar to those in Classes.
This change is going to be great not only because I think itll help appeal to a broader range of people (ie, people who like to build characters), but also add some more longevity to the game.
Not only will the need to spend for Perks help slow the overall leveling rate, but I believe it should also help keep the game going even beyond max level.
And as for why Im not just skipping Classes altogether? Because thats stupid. But also because it gives Players a means to lean into specific tropes more readily without having to construe a build first.
And also also because I just have way too many great class ideas to just, not do them justice as proper classes. Ive already covered most of the Martial ones and where they go, but have a look at the full list if you haven't seen it:
Barbarian; Beastheart, Honorbound, Wardbreaker, Pit Dog
Warrior; Knight, Arquera, Siege Master, Commander
Rogue; Duelist; Sea Dog; Assassin; Ravager
Sorcerer; Fire Caller, Stone Carver, Memetic, Luminary
Wizard; Runescar, Enthraller, Edificer, Augur
Warlock; Curse of the Mask, Curse of the Grimoire, Curse of the Staff, Curse of the Emissary
Necromancer; Path of Bones, Path of Flesh, Path of Spirits, Path of Blood
Conjurer; Harbinger of the Abyss, the Conduit, the Forgotten, of Dreams
Battlemage; School of the Dragon Clad, the Rune Fletcher, the Swear Blade, the War Glance.
Disciple; Disciple of the Palam, Ihsan, Natara, and Apostate
Mystic; Attunement of Space, Time, Mind, and Body
Bard; Tradition of the Skald, the Woadscribe, the Stringsworn, the Gamemaster.
Ranger; Shield of the Green Ward, the Renegade, the Vanguard, the Guile.
Druid; Wrath of the Blizzard, the Thunderbolt, the Dawn, Twilight
Beastmaster; Dragon Rider, Wolf Runner, Bear Keeper, Kraken Guard
Hedge Mage; One of the Rootbark, the Clawfang, the Saltwave, the Sandgravel
Paladin; Conviction of Grief, Cowardice, Mercy, and Law
Cleric; Conviction of Silence, Wrath, Courage, Justice,
And I also have the Pilgrim and Seraphite waiting in the wings but I haven't given much thought to them yet beyond the broad direction behind them as the Divine Mystic and Summoner respectively.
Meanwhile, I was initially apprehensive about leaning into Domain play, but like Warfare its something Ive managed to keep bumping up against.
But, it was also because I got and read Arora: Age of Desolation, which is a fascinating book for 5e, namely because I think this is the first time Ive read an RPG book and found myself just...
agreeing so much with everything, up to and including my near verbatim thoughts on Integration in game design, which accounts for why so many wonderful modes of play seem so cut off from the modern gamer like Survival.
So, taking Aroras take on Domains (which actually aren't Domains in the traditional sense) as inspiration, alongside some rather critical directions from ACKS and OSE, Im going to be including this as a new pillar of play, accessible and integrated into the gameplay loop from level Zero.
Like the other Pillars of course, you won't have to engage with it if it doesn't fit the kind of game you want to go for, but I think if I accomplish what I want to do with it, I can't see people not wanting to go for it in general.
As for what it will look like, Ill provide a rough thesis:
With a game focused on getting out and Adventuring as the principle gameplay loop (whether its for Questing, to Gather and Craft, to Level up, to Loot, whatever), Parties will find themselves needing an essential "Hub" for their adventures, a place of respite that they can consistently return to even if already established Settlements are too far away to be reasonable.
Ergo, players will be able to establish Settlements in the wilderness; little more than glorified Camps initially, these can be grown through the attraction of settlers, the input of resources, and the careful and occasional intervention to defend against the troubles of making a home in the Outlands, from your crop failures to your Barbarian raids and even on up to Dragon and Giant attacks.
As these settlements begin to develop into true villages, and with careful cultivation od surrounding areas, even cities, the Players will be able to establish personalized Strongholds and Organizations corresponding to their class to govern them. A Warrior might build a Castle and his own personal retinue, but a Wizard might establish their own Tower and Dungeon. A Cleric a Church and Graveyard, or a Necromancer a Lair and Cult. And so on.
Each of these will not only build into the Domain play itself, but will also serve as extensions of the classes gameplay up to that point, transforming the Party into the Alliance.
The Alliance, basically, is just the Adventuring party writ grand in terms of scale, and will comprise not just of our Heroes themselves, but the armies and organizations they control. This is where the game can really shine at the level I want it to...the mythical Wars of LOTR lore will probably pail in comparison, to give an idea of my vision here.
But, as mentioned, Integration is key as is the choice to engage. At these levels you will still be able to get up to the same degree of hijinks and awesomeness even if you're disinterested in being something grander than just a really powerful Adventurer, but you'll also be able to seamlessly transfer between them. Going from fighting a War of Wrath to a personal duel with the BBEG will, if I do it right, be only natural.
In other news though, Ive also come to a decision on codifying Races, or as I will call them "Bloodlines" as part of the game, also due to inspiration from a book, this time Dungeon World. The idea of Race driving class specific abilities is awesome, and so, Im stealing the idea and elaborating on it considerably. Meanwhile, the Bloodlines themselves will be sort of symmetrical to Talents in that they'll have a Passive, but also a number of abilities that will correlate to specific Classes, the availability of which will come down to Culture considerations.
Essentially, each Bloodline will have a few cultures associated with it, and with them comes the different Class abilities.
And as far as stat considerations go, Bloodlines will provide a selection of additional dice to roll for determining your Base Energies, and some I think might provide a small die to roll for a Base Talent, which would let you push yourself beyond the basic limit of +30.
And thats it for the moment. Though just to illustrate the scale of this, heres the finalized list of Talents and their Associated Skills:
Talents:
Strength
Dexterity
Endurance
Intelligence
Wisdom
Willpower
Charisma
Intuition
Luck
Strength:
Construction Covers the the making of fortifications, buildings, complex mechanisms, etc
Mining Covers digging, breaking rocks, tunneling, gathering of ores
Wrestling Covers grappling, the lifting of heavy things, displays of hand to hand combat, knocking foes out, etc
Heavy Arms Covers the use of Heavy Arms and Armor
Dexterity:
Athletics Covers balance, maneuverability, acrobatic displays, etc
Sneak Covers stealth ability
Sleight of Hand Covers lockpicking, trap disarming, palming, fine motor skills
Light Arms Covers the use of Light Arms and Armor
Endurance:
Animal Handling Covers the care of and riding of animals, etc
Survival Covers Camp-making and other survival related needs
Smithing Covers creation of weapons, armor, and other forged objects
Conditioning Covers movement, running, swimming, climbing, etc
Intelligence:
Runeweave Covers knowledge, creation, and use of runic and/or other arcane symbols.
Investigation Covers the direct examination of objects and entities.
Lore Covers general knowledge and the recollection of facts
Linguistics Covers languages, codes, ciphers, crypt-texts, etc.
Wisdom
Arcana Covers improvised spellcasting, the knowledge of magic and how to apply it.
Herbalism Covers the use of herbs or crafted potions for the purposes of healing, poisoning, or providing other benefits.
Sigilism Covers the weaving of magically attuned staves, wands, clothing, etc.
Foraging Covers the identifying and gathering of food, ingredients
Willpower:
Tactics Covers strategic thinking and battlefield awareness, and the ability to analyze combat situations.
Leadership Covers the ability to lead armies, spurn followers, and command the weak willed
Pathfinding Covers the ability to navigate by maps, stars, landmarks, etc
Enchantment Covers the creation and use of enchanted objects
Charisma:
Provoke Covers using threats of harm or force to influence a person or creature
Appeal Covers using reasoned arguments to influence a person or creature
Deflect Covers using lies, distortions, half-truths to influence a person or creature
Charm Covers using flattery to influence a person or creature
Intuition:
Tracking Covers the ability to track creatures through examining signs they leave behind
Insight Covers the active or passive search for meaning in a person's mannerisms and words.
Perception Covers the recognition of patterns and disguised entities or objects
Meditation Covers the practice of mindful concentration to balance the mind and body