To be honest, there won't been much more changing at the core structural level. Tiny tweaks, perhaps, but that core is pretty much playtested and done. Most stuff now is additional content - more *things* (equipment, spell paths, exploits, etc.)
The character advancement has been one of the longest left elements to address. Here's the current plan:
1) Dice pool size limits follow an expanding scale like attributes and skills. As they were they grew too rapidly.
2) When taking a career grade, you can take a universal exploit or one of the career's exploits.
3) Micro-increases (just buying a stat, skill, or exploit) are being shifted to optional status. The default is to take a career grade.
4) There's a formula for working out a monster's grade based on its attributes. It's exploits are then based in it's grade.
The character advancement has been one of the longest left elements to address. Here's the current plan:
1) Dice pool size limits follow an expanding scale like attributes and skills. As they were they grew too rapidly.
2) When taking a career grade, you can take a universal exploit or one of the career's exploits.
3) Micro-increases (just buying a stat, skill, or exploit) are being shifted to optional status. The default is to take a career grade.
4) There's a formula for working out a monster's grade based on its attributes. It's exploits are then based in it's grade.
Last edited: