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<blockquote data-quote="Mark Chance" data-source="post: 5099512" data-attributes="member: 2795"><p>The editing process for the next iteration of <em>Fencing & Firearms</em> is almost complete. Thanks to playtesting and feedback from readers, a number of areas were fixed, improved, clarified, and/or added. The quick list of changes include these:</p><p></p><p>* Fixed some errors in Table of Contents. Due to incorrectly formatted headers in a few places, the ToC was incomplete. This will also fix the bookmarks in the PDF.</p><p></p><p>* Cleaned up terminology to be more internally consistent and consistent with the <em>Pathfinder Roleplaying Game</em>. For example, I replaced references to Tumble with Acrobatics.</p><p></p><p>* Changed Expanded BAB rules to be more in line with conventions of the <em>Pathfinder Roleplaying Game</em>. Now the rules work more like Combat Expertise, Deadly Aim, and Power Attack.</p><p></p><p>* Added and clarified some feats. This was especially important since I didn't hit every feat in the <em>Pathfinder Roleplaying Game</em> that had attack of opportunity effects. For example, I rewrote Combat Casting and Disruptive.</p><p></p><p>* Cleaned up the language for modified feats. For example, feats previously listed as General that were available as fighter bonus feats have been redesignated as Combat feats.</p><p></p><p>* Clarified the rules for 10-minute rest mechanic.</p><p></p><p>* Reverted size modifiers to combat maneuvers to comply with standard rules of the <em>Pathfinder Roleplaying Game</em>. In retrospect, I really didn't see a reason to complicate things by changing what really is a pretty solid rule. I also fixed some of the combat maneuver verbiage and math in the text and examples.</p><p></p><p>* Modified firearms rules, removing accurancy and penetration as unnecessary complications. Standardized reload times. Adjusted damage, prices, and range increments. Changed critical threat ranges for matchlocks and flintlocks.</p><p></p><p>* Added rules for grenades, for crafting munitions and gunpowder, and for special alchemical gunpowder types.</p><p></p><p>* Added skill use options.</p><p></p><p>* Clarified nonlethal damage, et cetera, to better comply with the Pathfinder Roleplaying Game.</p><p></p><p>All in all, <em>F&F</em> is a much more solid product now. The basic goals and framework remain the same, but the cleaner engine ought to run with fewer hiccups.</p><p></p><p>In addition to finishing up <em>The Mad Monk's Revenge</em> (I'm still not sold on that name.), the editing process for <em>Rewarding Roleplaying</em> is a go. <em>F&F</em> and <em>RR</em> are going to be bundled into a single product along with a fully-realized Five-Room One-Shot adventure written to highlight the <em>Pathfinder</em>-compatibility of the products. We're looking at putting the entire bundle on sale in March for $7.50 US (or $5.00 US for <em>Quid Novi?</em> subscribers).</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5099512, member: 2795"] The editing process for the next iteration of [i]Fencing & Firearms[/i] is almost complete. Thanks to playtesting and feedback from readers, a number of areas were fixed, improved, clarified, and/or added. The quick list of changes include these: * Fixed some errors in Table of Contents. Due to incorrectly formatted headers in a few places, the ToC was incomplete. This will also fix the bookmarks in the PDF. * Cleaned up terminology to be more internally consistent and consistent with the [i]Pathfinder Roleplaying Game[/i]. For example, I replaced references to Tumble with Acrobatics. * Changed Expanded BAB rules to be more in line with conventions of the [i]Pathfinder Roleplaying Game[/i]. Now the rules work more like Combat Expertise, Deadly Aim, and Power Attack. * Added and clarified some feats. This was especially important since I didn't hit every feat in the [i]Pathfinder Roleplaying Game[/i] that had attack of opportunity effects. For example, I rewrote Combat Casting and Disruptive. * Cleaned up the language for modified feats. For example, feats previously listed as General that were available as fighter bonus feats have been redesignated as Combat feats. * Clarified the rules for 10-minute rest mechanic. * Reverted size modifiers to combat maneuvers to comply with standard rules of the [i]Pathfinder Roleplaying Game[/i]. In retrospect, I really didn't see a reason to complicate things by changing what really is a pretty solid rule. I also fixed some of the combat maneuver verbiage and math in the text and examples. * Modified firearms rules, removing accurancy and penetration as unnecessary complications. Standardized reload times. Adjusted damage, prices, and range increments. Changed critical threat ranges for matchlocks and flintlocks. * Added rules for grenades, for crafting munitions and gunpowder, and for special alchemical gunpowder types. * Added skill use options. * Clarified nonlethal damage, et cetera, to better comply with the Pathfinder Roleplaying Game. All in all, [i]F&F[/i] is a much more solid product now. The basic goals and framework remain the same, but the cleaner engine ought to run with fewer hiccups. In addition to finishing up [i]The Mad Monk's Revenge[/i] (I'm still not sold on that name.), the editing process for [i]Rewarding Roleplaying[/i] is a go. [i]F&F[/i] and [i]RR[/i] are going to be bundled into a single product along with a fully-realized Five-Room One-Shot adventure written to highlight the [i]Pathfinder[/i]-compatibility of the products. We're looking at putting the entire bundle on sale in March for $7.50 US (or $5.00 US for [i]Quid Novi?[/i] subscribers). [/QUOTE]
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