Legacy Changelog 1 - 2023-2024
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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 1st / 0.004.2.0a
Heh. April 20th / 0.004.2.0b
Heh. April ???th / 0.004.2.1
Heh. 17th: Flesh is Stronger (Sorry Barbs, forgor to show this one) !!th: Living Juggernaut Unique Spell List: Iconic Sorcerer's Starter Spells Spell: Banishment Spell: Blizzard Spell: Power Torrent Lore: Midwifery Lore: Milling Lore: Sailing Term: Ability Availability Term: Ability Complexity Term: Ability Component Term: Ability Cost Term: Ability Display Term: Ability Range Term: Ability Rank Term: Ability Targets Term: Ability Tradition Term: Advantage Term: Adventure Term: Adventuring Day Term: Alignment Term: Ally Term: Armor Proficiency Term: Attitude Term: Attunement Term: Base Movement / Speed Term: Bonus Dice Term: Common Feature Term: Complexity, Complex Term: Complexity, Exotic Term: Complexity, Simple Term: Disadvantage Term: Movement Term: Penalty Dice Term: Saving Throw Term: Shield Term: Spell List Term: Step/Stage
Heh. April 20th / 0.004.2.0b
Heh. April ???th / 0.004.2.1
Heh. 17th: Flesh is Stronger (Sorry Barbs, forgor to show this one) !!th: Living Juggernaut Unique Spell List: Iconic Sorcerer's Starter Spells Spell: Banishment Spell: Blizzard Spell: Power Torrent Lore: Midwifery Lore: Milling Lore: Sailing Term: Ability Availability Term: Ability Complexity Term: Ability Component Term: Ability Cost Term: Ability Display Term: Ability Range Term: Ability Rank Term: Ability Targets Term: Ability Tradition Term: Advantage Term: Adventure Term: Adventuring Day Term: Alignment Term: Ally Term: Armor Proficiency Term: Attitude Term: Attunement Term: Base Movement / Speed Term: Bonus Dice Term: Common Feature Term: Complexity, Complex Term: Complexity, Exotic Term: Complexity, Simple Term: Disadvantage Term: Movement Term: Penalty Dice Term: Saving Throw Term: Shield Term: Spell List Term: Step/Stage
March 31st / 0.004.1b
Cont. From last month. Still getting back into the swing of things.
Cont. From last month. Still getting back into the swing of things.
- Domains: Removing the 'Curse' part from Domains
- As they are implemented, Domains are a shared subclass between many classes, with Clerics being able to pick up 2 of them. Some were made to make characters more martial/durable, while others were more focused on casters or support. Along with this, a third aspect was added: Anathemic Curses. This didn't really pan out, tbh, so all Domains will be amended. The class that relied on them the most (the Priest) will need further playtesting.
- Likewise, the curses that *are* there may be rebalanced and retooled into spells or abilities that only certain classes with domains may have. A sort of compromise. Those spells, features, or whatever else, will be added to the new section below.
- Oops all Terms
- I initially wanted to keep my workload lessoned, and thought having everything not being spelled out would be a good idea. It was not and did not lesson a darn thing. So ████ it.
- Changes
- Action: Recall Action - ◈, Stated that Knowledge: History can be used for every single check.
- Stance: Ironclad, removed the AC granted by shields. Added to new stance (Bulwark Brawler). Added component of being used with Safeguard items.
- Spell: Windcutter, removed the action reduction cost. Added a damage doubling component exclusive to itself. reduced damage dice by 1 step (from d6 to d4). Admittedly untested, will see how it plays out.
- Shieldstrike Weapon Group, Moved the thrown components to a new stance, the Bulwark Brawler (see below in the "new" section).
- New
- AT: Adaptive Training, Spell
- AT: Adaptive Training, Supernatural
- AT: Child of the Wilds
- AT: Haughty Obstinacy
- AT: Housecat Affability
- AT: Weapon Familiarity, Akiniyan
- AT: Weapon Familiarity, Amurran
- AT: Weapon Familiarity, Catfolk
- AT: Weapon Familiarity, Gnome
- AT: Weapon Familiarity, Ologniyan
- BGF: Help Behind the Hero
- BGF: Living Legend
- BGF: On the Case
- BGF: Spoon of Silver
- BGF: Terrorizing Reputation
- BGF: Wealth of a Legacy
- Skill: Knowledge: Esoterica
- Skill: Knowledge: History
- Skill: Knowledge: Martial
- Skill: Knowledge: Medicine
- Skill: Knowledge: Nature
- Skill: Knowledge: Religion
- Skill: Perception
- Skill: Spellcraft
- Lore: Academia
- Lore: Accounting
- Lore: Archeology⚙️
- Lore: Architecture
- Lore: Art, General
- Lore: Art, Theater
- Lore: Art, Woodworking
- Lore: Astronomy
- Lore: Basketweaving
- Lore: Circuses
- Lore: Commerce
- Lore: Demons⚙️
- Lore:: Devils⚙️
- Lore: Engineering
- Lore: Farming
- Lore: Mathematics
- Lore: Mining
- Lore: Scouting
- Lore: Stabling
- Lore: Tanning
- Lore: Underworlds
- Lore, Kelish, the⚙️
- Lore: Kellid, the⚙️
- Abilities Removed due to a grander rework in terms of tagging and information. Moved to Next month's patches.
- Weapon: Battle Gauntlet
- Weapon: Bo Staff
- Weapon: Earthbreaker
- Weapon: Hookblade
- Weapon: Gaff
- Weapon: Shieldbow
- Weapon: Spetum
- Trait: Dispatching⚙️
- Trait: Fabled Creature
- Trait: Ensnaring
- Trait: Exploiting⚙️
- Trait: Hand Spell
- Trait: Ramming⚙️
- Trait: Rending⚙️
- Term:↣/Augmented by Chaining
- Term: Advanced Weapons
- Term: Armor
- Term: Bulk
- Term: Critical Failure
- Term: Domain Ability
- Term: Domain Subclass
- Term: Gender
- Term: Hybrid Ability
- Term: Knowledge Skill
- Term: Maneuver
- Term: Natural Weapon
- Term: Primary Skill
- Term: Pronouns
- Term: Save DC
- Term: Secondary Skill
- Term: Skill
- Term: Spell
- Term: Spell Slot
- Term: Unique Ability
- Term: Weapon Group
- Term: "Part of an Attack"
- Term: "Trained in"
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.
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).
- Going full in on Path of War (and other maneuvers)
- Path of War and other supplements created by Dreamscarred Press are treated with a love/hate relationship in most circles. I won't lie, howver, and say that they weren't a big influence in wanting to add something to martials. That being said, I've been against taking/using everything involving PoW for the same reason I haven't been doing it with every pathfinder 1e spell, item, feat, and other stuff: I'm trying to limit the bloat.
- That isn't to say that Pathfinder 1e and other things (like D&D 3.5e or 4e) have bloat, but there is a bit of unintended minutia that comes with trying to make every system work after it's been designed, instead of working from the ground up. As an example, several Psionic 'spells' are just normal versions with a psionic coat of paint (Message vs Missive). 3.5e and games based around it still have the 'MTG commons, but for ttrpg choices' I loathe so much, and so on and so forth. To minimize that in CHASE, I've been tooling about making those choices more narrow, but more meaningful, in a way that D&D 5e and PAthfinder 2e does at times. Some spells are vessels for broader options (The Enhancement spells vs the Enhance Ability spell in 5e), and the depth is only there if you look for it. Applying the same logic to PoW maneuvers, stances, and everything has slowed thigns down.
- To that end, I've decided to make it easier for myself and just let the PoW maneuvers be what they are, If there is overlap, manuevers will be changed while the new/unique ones will exist per stance. It does mean I'm basically designing a 30+ spell lists at once, but honestly I knew that going in. And, tbh, that's kinda the point.
- Sometimes the simple, elegant answer takes a lot more thought first.
- "Maneuvers" From Weapons (Passives)
- Many weapons (mostly Martial and Advanced weapons) will be getting one or two additional keywords made to supplement support instead of damage. Many of these are carry overs from Pathfinder 2e (and 1e), or Baldur's Gate 3. Aside from Tripping⚙️, the rest will be added next month as weapons get implemented.
- Other
- Changes
- Rule: Areas of Effect: Changed placeholder text for cone. Was super scuffed because I was lazy and did a copy/paste job. Now rule has links to relevant terms and 100% me being a hack fraud.
- Item: Lock: Now has it's own dedicated rule for explanation, rather than having all Locks and things that affect them default to the Lock page. Reduced the amount of attempts needed for each Lock type by 1. Added a Critical component. Added another tier of Lock (Greater, was the old 'Master' tier).
- Goliath Blade: Raised damage to 4d4 (was 3d4 ) increased IPL to 4, gave it the Extra trait (Unwieldy: Gives penalty dice if too weak to wield).
- Deception: Now uses Dexterity, and Charisma as opposed to just Cha. This decision was made many moons ago, but some pages were never updated.
- Persistent⚙️ Damage change/buff: Split the damage type to make more sense. Still not mitigated by anything, but there's a rule of thumb, now, for abilities that use it. Physical P.damage is usually caused by Physical damage types, while Energy P.Damage is caused by Elemental types. Acid and Poison damage will usually do both. Not a hard and fast rule, but something that will make the game smoother.
- New
- Hub: Skills and Languages
- Rule: Magic Auras
- Rule: Lock Difficulty Class
- Rule: Rarity and Complexity
- Rule: Saves and Saving Throws
- Ancestry: Ologniyan
- BH: Gutsy Halfling
- BH: Jungle Catfolk
- VH: Elemental Earth's Legacy
- AT: Amurran Luck
- AT: Ancestral Lore, Amurran
- AT: Ancestral Lore, Golarian Minotaur
- AT: Cat Nap
- AT: Critical Guard
- BG: A Blank Slate
- BGF: Friend of the People
- BGF: Loreseeker
- BGF: Matters of Curiosity
- BGF: Reliable Resource
- BGF: Runner of the Streets
- BGF: Tortured Soul
- Skill: Adventuring
- Skill: Athletics
- Skill: Deception
- Skill: Insight
- Skill: Appraise
- Skill: Disable Device
- Skill: Lore - X
- Skill: Sleight-of-Hand
- ST: Advanced First Aid
- ST: Breath Control
- Language: Orcish
- Spell: Linked Door
- Spell: Linked Gate
- Spell: Message
- Spell: Shrink Item
- Spell: Teleportation Circle
- Spell: Treasonous Act
- Maneuver: Disrupting Strike
- Maneuever: Fading Strike
- Maneuver: Inner Sense
- Maneuever: Fading Strike
- Maneuver: Walk of Wayward Paths
- H.Ability: Deflecting Mirage
- H.Ability: Hide Magic Aura
- H.Ability: Storming Strike
- Armor: Brigandine/Studded Leather
- Armor: Chain Hauberk
- Armor: Leather Armor
- Armor: Padded Leather Armor
- Item: Bottled Magic - I-V
- Item: Grand Library Log
- Item: Parcel of Alchemical Ingredients
- Item: Universal Solvent
- Weapon: Falchion
- Weapon: Flail, Heavy
- Weapon: Glaive
- Weapon: Halberd
- Weapon: Katar
- Weapon: Krullblade
- Weapon: Lucerne Hammer
- Weapon: Maul
- Weapon: Pick, Heavy
- Weapon: Pike
- Weapon: Ranseur
- Weapon: Rapier
- Weapon: Scimitar
- War Pick
- Term: Check
- Term: Cone
- Term: Currency
- Term: Difficulty Class / DC
- Term: Duration
- Term: Fortitude Save
- Term: Line
- Term: Radius
- Term: Reflex Save
- Term: Spell Attack
- Term: Trait
- Term: Turn
- Term: Will Save
- Trait: Tripping⚙️
- @[Material: Ingredients, Alchemical](article:5e27a36d-1852-4203-ba9b-6f67b8ba29a3
-
Spell: Hurling Stone
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.
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.
- Changes
- Treat Wounds: Reworked
- Treat Wounds was meant to compress and automate Pathfinder 2e's Treat Wounds and associated skill feats to be more encompassing. In doing so, due to it's ubiquity and usefulness, I made a monster of a front loaded skill talent. As such, and due to CHASE evolving, I decided to split the functionality into multiple places. Ultimately, it's a Treat Wounds nerf, but the functionality for those who can invest in it (Experts/skill monkeys) will still be there. The new talents and changes will be listed here, as well as the next patch notes.
- New
- Rules
- Ancestry
- Ancestries
- Heritages
- BH: Ahnubine Gnoll
- BH: Aster Gnoll
- BH: Battlesong Orc
- BH: Caveshadow Dwarf
- BH: Clan Charhide Goblin
- BH: Clan Irontooth Goblin
- BH: Clan Stoneblood
- BH: Clan Wildsong Goblin
- BH: Dawn Elf
- BH: Deepdark Ratton
- BH: Dusk Elf
- BH: Gladehill Dwarf
- BH: Gravesoil Dwarf
- BH: Kitsune Gnoll
- BH: Lightforged Nephilim
- BH: Lightfoot Ratton
- BH: Oreforge Dwarf
- BH: Primordial Nephilim
- BH: Quartz Gnome
- BH: Rockstone Dwarf
- BH: Shadewhisper Orc
- BH: Shadowforged Nephilim
- BH: Soulwise Ratton
- BH: Spiritcaller Orc
- BH: Stalker Minotaur
- BH: Wode Elf
- BH: Yokaine Gnoll
- VH: Ancient Entity
- VH: Caeling Legacy
- VH: Elemental Water's Legacy
- VH: Elemental Wood's Legacy
- VH: Elven Legacy
- VH: Orcish Legacy
- VH: Tiefling Legacy
- Ancestry Talents
- AT: Adept of Fire
- AT: Affinity for Junk
- AT: Alarming Disappearance
- AT: Ancestral Lore, Dwarf
- AT: Artisanal Forger
- AT: Beholder's Eye
- AT: Bioluminescence
- AT: Bravery
- AT: Commune with Critters
- AT: Critical Guard
- AT: Crunching Bite
- AT: Defy Death
- AT: Defying Darkvision
- AT: Diamond-Tipped Claws
- AT: Draconic Resistance
- AT: Echoes In Stone
- AT: Eternal Hope
- AT: Eye for Beholding
- AT: Favored Proficiency
- AT: Ferocious Link
- AT: Fighting Spirit
- AT: Flame Thrower
- AT: Friendly Fling
- AT: Gnawing incisors
- AT: Heedless Charge
- AT: Innate Hunter
- AT: Inspiring Roar
- AT: Longevity's Acuity
- AT: Lore of the Extraplanar
- AT: Lustersoul
- AT: Magic Familiarity, Infernal
- AT: Magic Familiarity, Stone
- AT: Molten Blows
- AT: Monstrous Peacemaker
- AT: Nimbleness
- AT: Polyglot
- AT: Pantheonic Magic
- AT: Pugna Form
- AT: Puzzle Solver
- AT: Resistance of the Fey
- AT: Rock Runner
- AT: Sensitive Nose
- AT: Stretching Reach
- AT: Stonewall
- AT: Storied Glory
- AT: Stout Ingenuity
- AT: Unburdened Iron
- AT: Un/Saintly Trickery
- AT: Wariness
- AT: Weapon Familiarity, Dwarf
- AT: Weapon Familiarity, Dawn Elf
- AT: Weapon Familiarity, Dusk Elf
- AT: Weapon Familiarity, Gnoll
- AT: Weapon Familiarity, Human
- AT: Weapon Familiarity, Minotaur
- AT: Weapon Familiarity, Orc
- AT: Weapon Familiarity, Wode Elf
- AT: Wisdom of Ancestors
- BACKGROUNDS
- Backgrounds
- Moved to Next Patchnotes
- Background Features
- Moved to Next Patchnotes
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.
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. 9th / 0.003.1
I decided to stop it with the creatures and focus on other things. Gonna save them for the later changelogs.
I decided to stop it with the creatures and focus on other things. Gonna save them for the later changelogs.
- Changes
- Hub: Rules and Terms, Added All Terms for listing, not just S. Me being lazy. That’s the reason. Shh
- Trait: Humanoid Expanded Bestiary Information. Makin sense ya’ll
- Term: Low-Light Vision, fixes, smoother text
- Corrections/Error Fixes Honestly, this section could just be renamed’ Did you spellcheck this or not? Holy damn’
- Ancestry: Gnoll, I didn’t write it good lmao
- Condition: Blockstun
- New
- Ancestries & Ancestry Talents
- Ancestry: Bugbear
- Ancestry: Changeling
- Ancestry: Firbolg
- Ancestry: Goblin
- Ancestry: Hobgoblin
- Ancestry: Satyr
- Ancestry: Saurian
- AT: Breathe Weapon
- AT: Cloven Agility
- AT: Cunning of Stone
- AT: Dwarven Origin
- AT: Dwarven Weapon Training
- AT: Firbolg Origin
- AT: Goliath's Bequest
- AT: Hobgoblin
- AT: Lead and Mislead
- AT: Pack Tactics
- AT: Peaceful Healing
- AT: Saurian Origin
- AT: Shroud of the Wild
- AT: Terrain Adept
- AT: Willow's Willpower
- Features & Skill Talents
- Abilities
- Spell: Barrier
- Spell: Wake the Dead
- Spell: Windcutter
- U.Ability: Debilitating Strike
- Items
- Conditions
- Condition: Bloodied
- Condition: Compelled
- Condition: Concealed, X
- Condition: Dead
- Condition: Enthralled
- Condition: Frightened
- Condition: Obscured, 0-4
- Condition: Off-Guard
- Condition: Petrified
- Condition: Poisoned
- Condition: Prone
- Condition: Restrained
- Condition: Silenced
- Condition: Staggered
- Condition: Stunned
- Bestiary Entries
- Index: Animated Statue
- Index: Animated Statue, Mindless
- Index: Ankhrav Soldier
- Index: Ankhrav Worker
- Index: Barghest
- Index: Boar
- Index: Blink Dog
- Index: Dog
- Index: Giant Centipede
- Index: Gorgon, Catoblepas
- Index: Gray Ooze
- Index: Minor Elemental, Earth
- Index: Minor Elemental, Fire
- Index: Raccoon
- Index: Rat
- Index: Raven
- Index: Squirrel
- Index: Town Guard
- Index: Werewolf
- Terms and Traits
- Term: Attribute Modifier
- Term: Blindsight
- Term: Classic Attribute Score Numbering
- Term: Darkvision
- Term: Dice
- Term: Template
- Term: Tremorsense
- Term: Truesense
- Trait: Bugbear
- Trait: Changeling
- Trait: Dragonborn
- Trait: Firbolg
- Trait: Goblin
- Trait: Hobgoblin
- Trait: PF1eBB
- Trait: Satyr
- Trait: Saurian
- Trait: Shapechanger
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.
- New
- Creatures
- Index: Taskmaster Golem, semi-original enemy creature, brought on by nolstagia.
- Changes
- Corrections/Error Fixes
- New
- Changes
- General
- Rule: Bonus and Penalties, Added all the bonuses the game uses, cleaned it up.
- Rule: Damage Types, changed Psychic to an Energy type, added 2 new Extraordinary damage types: Drain and Wither.
- Traits
- Trait: Dragon, added text.
- 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.
- New
- General
- Removed the concept of the Bonus/Penalty Limit. Game has evolved beyond it, and even though the game still uses a form of 5e's Bounded Accuracy, there's been enough gestation to work around the balance and time issue of calculating multiple numbers. To this end, many earlier articles will have their text rewritten to reflect this. Also hey, one less thing to track.
- Previous: Permanent # changes were limited to +5, both for bonuses and penalties. They did not cancel each other out, so a totaled bonus of +7 and with a -2 penalty would just be -3, rather than -5.
- Rule: Attunement
- Rule: Attribute Modifiers/Scores, I know, it took too long, sosume.
- Rule: Size
- Abilities
- Items
- Creatures
- Index: Chicken
- Index: Commoner, Normal
- Index: Cultist, Generic
- Index: Doppelganger Agent
- Index: Frog
- Index: Ghostlight Skull
- Index: Green Dragon, Young/r2
- Index: Hobgoblin Bandit
- Index: Orc Warrior
- Index: Ogre Brute
- Index: Owl
- Index: Satyr Bandit
- Index: Stirge
- Index: Verdaling
- Index: Wraith
- Index:! Nezznar, the Black Spider
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
- Changes
- Corrections/Error Fixes
- Creatures
- Index:! Black Fang, Juvenille Black Dragon, put to sleep while I rework the statblock a bit.
- New
- General
- Ancestry
- Ancestry: Elf, Started the base
- Ancestry: Dragonborn, started the base
- VH: Elemental Fire's Legacy
- Feat/ures
- AAF: Careful Ability
- AAF: Distant Ability
- AAF: Empower Ability
- AAF: Extend Ability
- AAF: Intensify Save
- AAF: Maximize Ability
- AAF: Quicken Ability
- AAF: Reverberate Damage
- AAF: Subtle Spell
- AAF: Transmute Ability, Acid
- AAF: Transmute Ability, Cold
- AAF: Transmute Ability, Cold
- AAF: Transmute Ability, Fire
- AAF: Transmute Ability, Lightning
- AAF: Transmute Ability, Poison
- AAF: Transmute Ability, Poison
- AAF: Transmute Ability, Poison
- AAF: Transmute Ability, Radiant
- AAF: Transmute Ability, Shadow
- AAF: Transmute Ability, Spirit
- AAF: Transmute Ability, Thunder
- AAF: Transmute Ability, Wind
- AAF: Twin Ability
- Items
- Changes
- General
- Added a section to the Changelog WIP for new content. Will be a change going forward and not retroactively, because I'm lazy af.
- Corrections/Error Fixes
- New
- General
- Ancestries
- Backgrounds
- BG: Inventor
- BG: Outcast
- Social Characteristic Tables: Inventor (began), Outcast (began), Reincarnated (began), Researcher (began)
- Classes
- Class: Arcanist, lvls 3-5 Base features filled out. The 4th level mastery feature was erased, to be reworked.
- Class: Barbarian, lvls 1-5 Base features filled out, mostly.
- Class: Engineer, lvls 3-5 Base features filled out. The 4th level mastery feature was erased, to be reworked. Kit feature still needs to be rewritten.
- Class: Rogue, lvls 1-5 Base features filled out.
- Class: Warlock, lvl 5 Base features filled out.
- Class: Wizard, lvls 1-5 Base features filled out, mostly.
- Engineer SC: Thundersmith, started
- Abilities
- Maneuver: One Thousandth Punch
- with respect to Bruce Lee.
- U.Ability: Manifest Magic Link
- Beastiary
- Skills and Languages
- Terms
- Changes
- Abilities
- Sturdy Earth: Now gives 4+Prof tHP, 4+1d6 on augment (was 1d4+prof, 1d6).
- Reason: Too weak despite scaling, and also speeds up use.
- Mechanics
- Charging Strikes: Now bypasses Blockstun like Crits do, blockstun updated to do both. Given a trait. (previously called 'Charged Shot'
- Reason: Intended purpose.
-
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
- Changelog created.