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Modos Rulebook: the real-time editing thread
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<blockquote data-quote="GMMichael" data-source="post: 6241178" data-attributes="member: 6685730"><p>The rules catalog is written through section 000: roleplaying, section 100: core rules (mechanics?), section 200: skills, and section 300: perks.</p><p></p><p>Made a significant change to action economy: the only perk you can take to immediately get extra actions is Spell Maintenance, and that extra action just lets you maintain spells (give them greater than 1 round duration). All other bonus actions are tied directly to ability scores; every 5 points gets you another action. The perks just allow you to use a different skill with that bonus action.</p><p></p><p>The Parry skill has emerged as the biggest loser - or most interesting tactical choice, depending on how you look at it. Parry is still critical for reducing physical spell effects, but otherwise it's most likely to be used if you're on death's door (and can't run away), or if you're holding the front line for your ranged-attack allies.</p><p></p><p>If you haven't wanted to look at the rules because, well, they're going on 60 pages now: the rules catalog (appendix D) is the short-hand version that lets you get to the nuts and bolts of the system. And the even shorter version are the fast-play rules (appendix A), if you're really pressed for time. I promise, everything will be neatly covered in the table of contents and index when I put the polish on version 1.1.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6241178, member: 6685730"] The rules catalog is written through section 000: roleplaying, section 100: core rules (mechanics?), section 200: skills, and section 300: perks. Made a significant change to action economy: the only perk you can take to immediately get extra actions is Spell Maintenance, and that extra action just lets you maintain spells (give them greater than 1 round duration). All other bonus actions are tied directly to ability scores; every 5 points gets you another action. The perks just allow you to use a different skill with that bonus action. The Parry skill has emerged as the biggest loser - or most interesting tactical choice, depending on how you look at it. Parry is still critical for reducing physical spell effects, but otherwise it's most likely to be used if you're on death's door (and can't run away), or if you're holding the front line for your ranged-attack allies. If you haven't wanted to look at the rules because, well, they're going on 60 pages now: the rules catalog (appendix D) is the short-hand version that lets you get to the nuts and bolts of the system. And the even shorter version are the fast-play rules (appendix A), if you're really pressed for time. I promise, everything will be neatly covered in the table of contents and index when I put the polish on version 1.1. [/QUOTE]
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