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Trailblazer - List of Changes

GlassJaw

Explorer
This list details the page location of systems new to Trailblazer and changes to existing rules in the SRD.

Pg. 10 – Treasure Parcels
Pg. 13 – Customizing Monsters
Pg. 15 – Rest Mechanic
Pg. 16 – Iterative Attacks
Pg. 17 – Action Points
Pg. 20 – Ability score generation
Pg. 23 – Class-related languages
Pg. 23 – Dwarves: Stonecunning
Pg. 23 – Elves: Keen Senses
Pg. 24 – Gnomes: Automatic Languages
Pg. 24 – Gnomes: Tinkerer
Pg. 24 – Gnomes: Spell-Like Abilities
Pg. 26 – Half-Elves: Bonus Feat
Pg. 26 – Half-Orcs: Hatred
Pg. 26 – Character Level Advancement: Saving Throws, Bonus Starting Hit Points
Pg. 26 – Spellcasting
Pg. 28 – Barbarian: added Profession to class skills, removed Illiteracy, Whirling Frenzy, Bonus Feats, Trap Sense, increased Damage Reduction progression
Pg. 30 – Bard: increased Hit Die to d8, Arcane Forte
Pg. 31 – Bard: Bardic Luck, Power Chord, Additional Languages, 7th and 8th-level Bard Spells
Pg. 32 – Cleric: increased skill points to 4 per level, Cleric Domains, Domain Spells, Turn Undead
Pg. 33 – Druid: Weapon and Armor Proficiency, Speak With Animals, Wild Empathy, removed Animal Companion,
Pg. 34 – Druid: Wild Shape
Pg. 35 – Fighter: increased skill points to 4 per level, added Profession to class skills, Punishing Strike, Expert Weapon Proficiency
Pg. 36 – Monk: increased skill points to 6 per level, added Disable Device, Linguistics, and Search to class skills, Centered Bonus, Unarmed Damage
Pg. 37 – Monk: Reaction Bonus, Unbreakable, Bonus Feats, Trapfinding, Quivering Palm
Pg. 38 – Paladin: Alignment, increased skill points to 4 per level, Weapon and Armor Proficiency, removed Paladin Mount, Divine Weapon
Pg. 39 – Paladin: Renewed Smite, Divine Mercy
Pg. 40 – Ranger: increased Hit Die to d10, Improved Reaction, Wild Empathy, Combat Style, Master Survivalist, Speak With Animals, removed Animal Companion
Pg. 41 – Ranger: Uncanny Dodge, Improved Uncanny Dodge
Pg. 42 – Rogue: increased Hit Die to d8, Combat Tactics, Sneak Attack, Trap Sense
Pg. 43 – Rogue: Rogue Talents
Pg. 44 – Sorcerer: increased Hit Die to d6, increased skill points to 4 per level, Eschew Materials, Familiars
Pg. 45 – Wizard: increased Hit Die to d6, increased skill points to 4 per level, Bonus Feats
Pg. 47 – Skills: removed cross-class skills, removed skill synergies, removed and consolidated skills (Concentration, Use Rope, Hide/Move Silently, etc)
Pg. 48 – Skills: Aid Another, Aid Another With Alternate Skills
Pg. 50 – Skills: Critical Failures and Critical Successes, Special Checks and Exploits
Pg. 51 – almost every single skill received some kind of revision
Pg. 69 – Feats: removed bard and sorcerer metamagic restriction
Pg. 70 – List of Changed, New, and Deleted feats (too many to list)
Pg. 82 – Crossbows: Firing a crossbow in melee no longer provokes and AoO.
Pg. 85 – Quarterstaff: A quarterstaff can be used to make trip attacks.
Pg. 87 – Medium Armor: No longer reduces speed.
Pg. 88 – Buckler: A buckler can be used to make bash attacks.
Pg. 90 – Customizing Melee Weapons
Pg. 93 – Actions in Combat: Changes to Actions and Attacks of Opportunity: Attack (ranged), Perform a combat maneuver, Prepare to throw a splash weapon, Drink a potion or apply an oil, Control a frightened mount, Crawl, Move into an opponent’s square, Pick up an item, Sheath a weapon, Stand up from prone, Aid Another
Pg. 95 – Combat Reactions, Attacks of Opportunity, Threatened Area
Pg. 97 – Fighting Defensively is now a Combat Exploit, Critical Hits, Concentration
Pg. 99 – Stand Up, Withdraw
Pg. 100 – Move 5 Feet through Difficult Terrain, Take 5-Foot Step
Pg. 101 – Perilous Surfaces, Difficult Terrain
Pg. 103 – Combat Exploits, Cover
Pg. 104 – Charge, Feint
Pg. 105 – Turn or Rebuke Undead
Pg. 106 – Two-Weapon Fighting
Pg. 107 – Combat Maneuvers (Bull Rush, Disarm, Grapple, Overrun, Sunder, Trip)
Pg. 110 – Injury and Dying
Pg. 111 – Condition Summary: broken
Pg. 112 – Condition Summary: crippled, dead, dying
Pg. 113 – Condition Summary: grappled, prone, stable, turned
Pg. 115 – Slowed Movement
Pg. 116 – Aerial Movement and Combat,
Pg. 117 – Aquatic Movement and Combat
Pg. 118 – Vision and Light, Falling
Pg. 119 –Rope Use, Smashing an Object
Pg. 121 – Magic: Ready Spells and Spell Slots
Pg. 122 – Concentration
Pg. 129 – Specific Spell Changes: Animate Dead, Command Undead, Control Undead, Darkness, Darkvision, Deeper Darkness, Desecrate
Pg. 130 – Specific Spell Changes: Dispel Magic
Pg. 131 – Specific Spell Changes: Polymorph
Pg. 132 – Specific Spell Changes: Summon Monster
Pg. 133 – Encounters and Challenges: Encounter Budgeting
Pg. 135 – Encounters and Challenges: Elites and Solo Monsters
Pg. 141 – Darkvision
Pg. 143 – Elemental Type, Energy Drain and Negative Levels
Pg. 147 – Improved Grab
Pg. 148 – Low-Light Vision
Pg. 150 – Movement Modes
Pg. 151 – Ooze Type
Pg. 152 – Plant Type
Pg. 159 – Turn Resistance, Undead Type
Pg. 161 – Monster Feats: Flyby Attack, Hover, Improved Natural Armor
Pg. 163 – Surfaces and Terrain: formatting changes (DCs for various surfaces listed for ease of reference)
Pg. 185 – Cold Dangers
Pg. 186 – Falling Damage, Head Dangers
Pg. 187 – Starvation, Thirst, Drowning, and Suffocation
 

GlassJaw

Explorer
Since there has been some TB chatter lately, I figured it was about time I finished this list and post it. I had originally intended this to be an Appendix in TB but I think I got sidetracked with working on errata and getting the print version done.

Note that this list paints very broad strokes. It's not meant to be a highly descriptive of every minute detail and rule that we changed or tweaked.

But for those that want to dig deeper into TB, or merely want a quick overview of what TB is all about, this list should be of some use.

Hope it helps!
 

sjmiller

Villager
Why is it that nobody ever fixes the ridiculous weapon weights in D&D when they make changes to the system? Just curious.
 

GlassJaw

Explorer
Why is it that nobody ever fixes the ridiculous weapon weights in D&D when they make changes to the system? Just curious.
It's only a problem if you actually use them. :p

But that's a good point about encumbrance in general. We didn't really do much with it because in our game, we don't really do much with it.

I don't mean this to sound snarky but with the overall philosophy of Traiblazer, encumbrance should not really be a high priority for your game. Enforce when players start to abuse it or when it really matters to the game.
 

joela

Villager
It's only a problem if you actually use them. :p

But that's a good point about encumbrance in general. We didn't really do much with it because in our game, we don't really do much with it.

I don't mean this to sound snarky but with the overall philosophy of Traiblazer, encumbrance should not really be a high priority for your game. Enforce when players start to abuse it or when it really matters to the game.
There's encumbrance rules? ;)
 

sjmiller

Villager
It's only a problem if you actually use them. :p

But that's a good point about encumbrance in general. We didn't really do much with it because in our game, we don't really do much with it.

I don't mean this to sound snarky but with the overall philosophy of Traiblazer, encumbrance should not really be a high priority for your game. Enforce when players start to abuse it or when it really matters to the game.
For me, the thing about weapon weights is not about encumbrance. It is about knowledge and trust in the game designer. If they do not bother to learn about the weapons in their game, what else did they not bother to learn about? If they don't realize that a twenty pound greatsword is frankly too heavy and has never existed, does that mean they glossed over other things too?

Now, I will have to confess that the game I helped write does have unreasonable weapon weights for melee weapons. The only reason for this is that the publisher wanted it to be OGL compatible. If it were not for that I would have changed them.
 

GlassJaw

Explorer
For me, the thing about weapon weights is not about encumbrance. It is about knowledge and trust in the game designer. If they do not bother to learn about the weapons in their game, what else did they not bother to learn about? If they don't realize that a twenty pound greatsword is frankly too heavy and has never existed, does that mean they glossed over other things too?
Understood, but we didn't touch encumbrance or weapon weights for two reasons:

1. In the numerous discussions on the problems of 3.5, it wasn't really identified as a primary concern.

2. Trailblazer is not a simulationist ruleset. TB doesn't care whether or not the greatsword ever existed, only that it can lay down some serious hurt. :cool:
 
But weapon weights are as abstract a measure of "weight" as hit points are an abstract measure of health.

Not an area I want simulationist precision. They could call it "bulk points" and it would mean the same, an arbitrary number meant to approximate heft, mass, and awkwardness.
 

sjmiller

Villager
Understood, but we didn't touch encumbrance or weapon weights for two reasons:

1. In the numerous discussions on the problems of 3.5, it wasn't really identified as a primary concern.

2. Trailblazer is not a simulationist ruleset. TB doesn't care whether or not the greatsword ever existed, only that it can lay down some serious hurt. :cool:
That's perfectly understandable and reasonable. If a majority of people did not find it a problem I can understand why you chose not to deal with it.

But weapon weights are as abstract a measure of "weight" as hit points are an abstract measure of health.
Hit points are described as an abstract measurement, whereas weapon weights are described as the actual weight of the weapon. So the designers did not think of them as the same or they would have described the weights as an abstract as well.

Not an area I want simulationist precision. They could call it "bulk points" and it would mean the same, an arbitrary number meant to approximate heft, mass, and awkwardness.
But, sadly, they are not described as an approximation of heft, mass, and awkwardness. If they had been, and been given a name like "bulk points" or something similar, that would be different. Their numbers are arbitrary, but I think it is out of cluelessness more then anything.

I am not what you would call a "simulationist" by any stretch of the imagination. Ask anyone who has played with me, they will tell you. I have, however, written quite a few papers on the subject of the changes in melee weapons over the centuries. So, as you can imagine, this is one of my pet peeves about RPGs in general.
 

GlassJaw

Explorer
Is it possible to get a status update on the monster book?
It is possible...


:p

I'm close to passing off about 80% of the book to Wulf to start layout (I'm putting the final tweaks on a couple of sections). I just moved so the past couple of weeks have been nuts for me but I'm getting back on track now.

After that, I'll be working on some monster advancement stuff, creating the patronage monsters, and some custom stuff. The last step will of course be final editing. :.-(
 
Hit points are described as an abstract measurement, whereas weapon weights are described as the actual weight of the weapon.
I don't have it in front of me, it might have been in a FAQ for that matter or at a GenCon question answer session. But the designers have in the past stated precisely that they gave the numbers they did to simulate cumbersomeness as well as actual weight.
 

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