Legacy Changelog 1 - 2023-2024

> Pipeline
Last updated: May 12th, 2025  

April-May

Life Stuff happened, again. As such, I'll be spacing things out as I recover mentally and physically. Fact is, I can't do things as I once could while in this state, but I'll be doing what I can.   Never forget what hatred took from you.  

June-August

  (Formerly April - May 2025)   Hope to start reincorporating stuff a lot more thoroughly. Get 'the basics' done, sans creatures. Saving that, as well as re-adjusting the newer classes in June and onward. No guarantees.   Also when I'd like to focus on starting to get in some content from sources I've long had in mind and/or gotten permission for, such as much of Kibblestasty's work, or the Path of War books.   Adventure conversions are much easier than I thought, with all that in mind. But it'd help to have a basis for them first.  

August-October

Formerly June - July   Changing the look of this site to look more 'professional'. Hopefully will get through most of the backlog. Also when I hope to get the reintroduction of creatures.  
 
    > April-May 2025       > March 2025
March 31st / 0.004.1b
  Cont. From last month. Still getting back into the swing of things.  
  > February 2025
Feb 28th / 0.004.1a
  Going to be changing a few mechanics here and there. This will be filled out throughout the month as I change and update things. May be use less links as we go with this one.  
  • Changes to the Attack Action
    • This one has been on my mind since before the break, as it's been a point of weirdness for this system. After much playtesting, iteration, and trying not to just make another PoE2 Multiattack penalty, the answer came in the form of finding a thread on reddit by /u/relentless_endurance, found here. As such, all features will be changed to facilitate this, especially Creatures in the Bestiary. As such;
      • Old: 1 Action = 1 Attack (+ modifiers/Off Hand Attacks)
      • New: 2 Actions = 1 Attack. Players can Spend 3 actions to make a more accurate attack/attack at advantage or 1 BD, or they can spend 1 action to make an inaccurate attack/an attack at disadvantage or 1 pd).
 
      > November 2024
Nov 30th / 0.004.0
  Bereft that I missed the 3.50. Oh well. Here's everything thus far that will be part of CHASE's core experience (name pending).   22+ pages of patchnotes from several months of work (with a few breaks), oh boy.   Update: Got sick and burnt out. Going to focus on tagging things that need to be tagged, and will be going slowly.   Update 2: As of Dec 12, I'm just going to add everything to a new set. Got too ambitious, and did not forsee how much the burnout would affect me.  
  > August 2024
August. 2nd / 0.003.99
  So, quite a bit's happened in the interim. Yes, this is still being worked on, but there's no patch notes. Yet.   At the moment, its been a hectic year and I've been working on every day since the last bit of notes. The current temp google doc is about 40+ pages long, and it's all just a list of things being added. Most of it from Player Core, some not.   So, just popping in to say '2 week break'. So I can actually ready PC2 and play games beyond a playtest environment.   ...Oh, and vtt.  
 
  > April 2024
April. 9th / 0.003.1
I decided to stop it with the creatures and focus on other things. Gonna save them for the later changelogs.
  • Corrections/Error Fixes
  • Honestly, this section could just be renamed’ Did you spellcheck this or not? Holy damn’

 
  > March 2024
March. 26th / 0.002.1c Two more weeks.   There's about 30+ creature statblocks I need to square the circles of. Additionally (haha) I've gotten some additional perspective.   1 week updates is a bit much. 2 week updates may be just right, so gonna try that next month, starting the the 12th. Do note, too, that new pages and changes do crop up and are saved, the changelog is just here to document them after they're done and dusted.   Gonna at least add something so that the patchnotes aren't empty this time. March. 19th / 0.002.2b   Gonna put this out here before anything. Everything here, written poorly and all, is handtyped and tested loosely. There is NO AI behind anything, including creature descriptions (also the reason of many RP descriptors down to a couple sentences). The math, the playtesting, and the systems mastery takes FAR less time because a lot of it is number crunching, model testing and referencing (source material, if any; how other games have handled similar faucets and why, and stuff I conceptualize myself). I'm not technical writer, nor am I speaking ill of those who prefer the mechanical over the narrative-focused. It's takes more brainstuff to make it look and sound pretty, especially at the end of other projects.   All this to say: I figured out how to streamline my workload. So, uh, things will be better. Slightly.   The game is still being updated, too, just that a lot of it isn't on the documentation.  
  • Changes
  • Corrections/Error Fixes
  • New
  March. 12th / 0.002.2a Hard part's done, did a lot of things, but pushing the notes back proper.   Base Ancestries are done, but I'm trying to think of two more.     March. 6th / 0.002.1 Know what I promised, and the quickstart guides aren't quite done. I don't think I can use the test character sheets (link here) as sheet examples, so I'll be making a newer, prettier version sometime this month (possibly sooner rather than later).   The only base Ancestries that need to be done are the Trick-Kin Ancestries (formerly Goblinoid, decoupled due to seperating from Faerun lore for those that want to develop these peoples in their own ways, and other misgivings), and a couple others I wanted to make base due to fitting into many High Fantasy worlds but were always 'extra' choices for whatever reason (Gnolls, Kobolds, Minotaur, Lizardfolk, etc). I'll be fixing that up this week if nothing else.   Finally, Lost Mines of Phandelver is now usable start to finish, as long as you have the original module information. Save for a few copyrited critters (and the premade characters), everything else is done and usable. Lore stuff isn't on the monster statblocks, but everything should be there. My playtesters will be running through the adventurers to square any circles that pop up, so that'll be updated in perptuity. To that end that means I can move on from LMOP to other adventures, or even start fleshing some information on settings CHASE can be played in. Like Golarion, or the couple ones I've been wracking my brain over.   Anyway, patchnotes. woo  
  • Corrections/Error Fixes
    • Multiple Ancestries: Some of your talents can swapped for the ones listed below, or be taken at a later levels via Character Progression. If your GM is using the Classic Ancestries optional rule, you can only take the talents below as you level up, after level 1. (from “...or be taken at a later level…”, Typo.

 
  > February 2024
Feb. 27th / 0.001.3 Unorthodox/housekeeping notes this time around!   So, long story short: I decided to push the changelog update this week back a bit, due t the scale of things I'm trying to complete. This week also had the extra hurdle of life getting in the way, for good and for bad. To this end, rather than mostly new things, it's going back over things and checking to see what works, what doesn't, so on and so forth. There's also the advent of my personal games needingly planning of their own, but bearing fruit. So there's that.   To that end, here's a brief rundown of what to expect going into next week.  
  • Finishing up mechanical bases for everything in LMOP. So that module should be playable in full and without input.
  • Changing the forumla for large (and larger) creatures. The GM Rule: Beastiary Additions is undocumented atm due to all that's going in to it, but it's been a useful tool to help situation how creature scaling works when it comes to health, dpr, and proficiency. To this end, the change is slight, but will give large creatures the same amount of health proportional to the size without changing their other stats too much. For the sake of consistency, so when you wanna make Chicken the size of the moon or something.
  • Base Ancestries. Rather, getting all the ones I want to be in the game at the start, and a couple extras (for me), along with some base Versatile Heritages. All before focusing on ancestry talents. The latter will take more time to translate many mechanics from other and older games, so getting the core done is a focus. Also, one less thing to worry about.
  • Quickstart guide. Simple
  To that end, hope ya'll had a good BHM.   Feb. 20th / 0.001.2 More Productive week, but mostly focused on additons. The conversion of the Lost Mines of Phandelver is almost done.
  • Changes
  • Corrections/Error Fixes
    • Creatures
      • Index:! Black Fang, Juvenille Black Dragon, put to sleep while I rework the statblock a bit.
  > January 2024
    Jan. 26th
    • D&D was officially released 50 years ago, to the day, according to this blog post.
      • Rather, it implies that the D&D was released via mail order on the last Sunday of the week of January. For 2023, that is technically the 28th, but that's here nor there.
    • Soft-launched the Discord Server, as well as the game. I guess.
    • Discord Link: https://discord.gg/zHKch3eb6R
    Jan. 7th
    • Changelog created.

 

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