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<blockquote data-quote="Emberashh" data-source="post: 9073323" data-attributes="member: 7040941"><p>Been a minute. I've took a break from class design to start fleshing out more of the core system (which in turn cured the writers block I was having so that'll be fun when we swing back into that side).</p><p></p><p>For the Durability system, playtesting has lead to a key change: everything happens on the Max Die, and Durability is now basically a rolling currency you use to invoke your Boons, which now include the various physical Status Conditions different damage types and combinations create. </p><p></p><p>This keeps to the same idea and consolidates it down, and gives me more interconnection with other things. </p><p></p><p>Other developments include the decision to codify Races, which I call Bloodlines, which will be based primarily around abilities, but will also come with bonus dice you can roll when generating certain base stats. </p><p></p><p>And I finally figured a relatively unique way to do Luck, by tying it in with a Birthsign system. Essentially, Signs will give you your base Luck, and then they define the rules by which you can gain more. </p><p></p><p>Luck itself meanwhile is still ultimately a currency, but a finite one, and one whose usage has to be weighed against its impact on your Acuity, making it much less than it could be if you maintain what you have. </p><p></p><p>As to what Luck provides, however, it won't be letting you modify rolls. Instead, it'll be following more of a no, but and a yes, and approach. It still needs some design work to set it up mechanically so that people know what they can expect to get out of it (and I may change my mind on letting it affect rolls), but the idea is solid I think and meshes with what Im going for. </p><p></p><p>And currently Im deep-diving on Adventuring, which comprises Time, Travel and Movement, Exploration, and Survival, and building on what Ive already got and adding more. </p><p></p><p>Should be pretty good, and its very deeply possible Im going to end up doing my Ranger at the same time, so that'll be fun too.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9073323, member: 7040941"] Been a minute. I've took a break from class design to start fleshing out more of the core system (which in turn cured the writers block I was having so that'll be fun when we swing back into that side). For the Durability system, playtesting has lead to a key change: everything happens on the Max Die, and Durability is now basically a rolling currency you use to invoke your Boons, which now include the various physical Status Conditions different damage types and combinations create. This keeps to the same idea and consolidates it down, and gives me more interconnection with other things. Other developments include the decision to codify Races, which I call Bloodlines, which will be based primarily around abilities, but will also come with bonus dice you can roll when generating certain base stats. And I finally figured a relatively unique way to do Luck, by tying it in with a Birthsign system. Essentially, Signs will give you your base Luck, and then they define the rules by which you can gain more. Luck itself meanwhile is still ultimately a currency, but a finite one, and one whose usage has to be weighed against its impact on your Acuity, making it much less than it could be if you maintain what you have. As to what Luck provides, however, it won't be letting you modify rolls. Instead, it'll be following more of a no, but and a yes, and approach. It still needs some design work to set it up mechanically so that people know what they can expect to get out of it (and I may change my mind on letting it affect rolls), but the idea is solid I think and meshes with what Im going for. And currently Im deep-diving on Adventuring, which comprises Time, Travel and Movement, Exploration, and Survival, and building on what Ive already got and adding more. Should be pretty good, and its very deeply possible Im going to end up doing my Ranger at the same time, so that'll be fun too. [/QUOTE]
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