WOIN O.L.D. v1.2 Playtest Version
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  1. #1
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    O.L.D. v1.2 Playtest Version

    I have just uploaded O.L.D. v1.2 Playtest Version to the downloads area.

    This is the near-final version of OLD v1.2. It's here for proofreading purposes. Please take a look and report any errata in below. In particular, we're looking for legacy v1.1 references, but also any other errors you might spot. There are many changes throughout, including but not limited to:
    • Some races have changed, and new races are added
    • 10 new magical careers
    • New origins
    • v1.2 conditions replaces status tracks
    • Many small alterations to the magic system (no skill prereqs, 1 action to cast, altered range/duration etc. table, and more)
    This won't be here for long. Enjoy!

    You can find the file here in the downloads section. Please use this thread for comments.

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    Thanks for sharing this, it is interesting to look at the changes made since 1.1.

    One 1.1-ism I've seen in my brief first look is in the Clockfolk's "Clockwork" exploit, which says they cannot have a LUC pool. The mechanoid races in NEW 1.2 (including the Clockman race in the brand new GSC) do get LUC pools, but are prevented from spending those dice on attribute checks. Presumably that means they can still spend them on other stuff in the Luck section, like taking an extra action on a turn or canceling out enemy dice.

    The table of Racial Attribute modifiers on page 21 mixes up blank spaces with dashes when there is no modifier. It looks like the new rows and columns have blanks, while the rows and columns that were on the table in 1.1 use dashes.

    Another issue (which was also in 1.1, it's a self contradiction, not a 1.1 vs 1.2 update thing) is on page 31, where under the "Repeating careers" heading it says you can't repeat origins, but below (in the same column) it says you can repeat your origin but once you leave it you can't go back.

    This isn't necessarily an issue, but the OLD version of the Assassin career remains fairly different than the Assassin from NEW (with slightly different stats and very different exploits). The OLD version is probably stronger, which may not be a bad thing.

    It looks like a deliberate choice was made for the magical careers to not require magical secrets as prerequisites (as some did in 1.1). But since some of the formerly required secrets are hard to gain, you may end up with silly situations like Necromancers without the Secret of Undead, Diabolists without the Secret of Evil (or Demons), or Fire Mages without the Secret of Fire. None of their career exploits grant those secrets. It would be good to have a way to get them from the career!

    The Dart In universal exploit appears to have a typo. Its last sentence should probably say "nor" instead of "not".

    Not an error, but perhaps a slightly repetitive bit of phrasing: "for good or ill" is used in both the Flamboyant trait and the very similar Well Known trait (both come from high REP). I also miss the old bonus to Feints that Flamboyant gave in previous books (but I can understand if it was deliberately replaced, as it was not very powerful).

    Some armors seem to have mistaken (or just confusing) defense penalties. Platemail is categorized as Heavy armor, but has a defense penalty of only -2, while an Iron Breastplate is Medium by gets a -4. On the Eastern Armor table, Lamellar cuirass is called light but has a -4 defense penalty. If these are deliberate deviations from the normal rules (which are restated on the page before the first table), then that should probably be mentioned in the item descriptions.

    Some pricing quibbles: Shields are massively overpriced, gauntlets are massively underpriced. There's no reason a medium wooden shield should be ten times the cost of articulated gauntlets (which give exactly the same defense bonus, with no downsides like needing a free arm or reducing your speed). Completely flipping the cost scaling between the two item categories would make a ton of sense to me (good gauntlets should be extremely expensive since they've got lots of small pieces that need to be made very precisely, while even very nice shields should be fairly cheap, far less than even fairly basic armor). Helms are probably also underpriced, but not as badly as gauntlets. All shields, especially the metal ones are also much too heavy (an Aspis is probably somewhere between 15 and 25 lbs, not 50 or 100).

    The Contingency general enhancement says it requires ranks of divination skill, which seems to go against the trend of removing skill prerequisites.

    Not a change from 1.1, but I still feel Creation is extremely unclear about how item values are limited. The rules as currently written seem to imply the whole spell's MP cost can be used to determine the value limit. Since a creation that doesn't last any time is pretty silly, the MP spent on duration would let you get very high-value items for very few MP (and using Create Metal to get very mastercraft or better armor would run Abjuration out of business). I think the paragraph describing the cost limits needs be replaced. I'd suggest moving it into the description of the Create Object effect, where you can describe its variable MP cost as either based on the created object's size (from the AOE table) or on the value of the object (1 MP per 300 gc, rounded up), whichever cost is greater. (Or I may be misunderstanding the rule still, as the Pocket Armory pre-made spell seems to pay for both value and area rather than only the larger of them.) The Transform Element effect seems like it is supposed to work this way, and despite using only a few words to describe its MP costs and value limits it is much less confusing than Creation. Elemental Object can probably be simplified too, as its MP cost is just double the equivalent Create Object cost.

    The Inevitability spell still lists a skill level (affliction 10) though level prerequisites are gone.
    Last edited by Steven Barker; Monday, 18th March, 2019 at 08:42 AM.
    XP 5atbu gave XP for this post

  3. #3
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    Thanks Steven! Super useful - exactly what I was hoping for.

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    Some Table of Contents errors;

    - There's no such thing as a Villager origin in the chapter proper.
    - The Archmage career is missing on the ToC.

  5. #5
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    ToC Page iii Under Herbalist, the next line lists to "Status Tracks...43"

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    Missing Page reference:

    p38 Footnote says

    "The cleric presented here selects only from the Good and Evil
    virtues, along with any other secrets which form part of her
    gods portfolio. Other virtues do exist (see the sidebar on page
    XX), but this career assumes only those two. For divine portfolios,
    see Appendix A."

  7. #7
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    Ah yes; please ignore Page XX references. Those are placeholders awaiting the final final edit (even minor edits can change page numbers).

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    Typo p219

    "Spellblaster (requires END 8+; evocation 6+). YYou are very skilled at dealing out magical damage."

  9. #9
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    Just another couple pf days before this goes away, folks. I see we have 101 downloads now. Looking forward to the other 98 folks' comments!

  10. #10
    Straight up I think that the spell skill prerequisite was a huge boon to the magic system getting rid of it can totally ruin party balance at higher levels
    Some clarification as to weather exploits that say the target gains a status is that the same as "inflict" in that the status can stack up to the second level
    list of those exploits:
    (sticky fire, Turn Undead, Maniacal Cackle, Torturous Curses -Craven Coward, Bear Hug, Blinding Attack, Trip)

    Secondly with
    Vampiric touch the phrase "Whenever you use your Touch of the Grave" does that override the once a day limit of healing effects

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