Legacy Changelog 2 - 2025
As a side update: I've been debating whether to push back the release by a month, given how much has been worked on/reworked. Ultimately, I've decided to do so, keeping the Changelog Sandbox as up to date as possible as I move between programs and phases before releasing anything.
Been trying to keep things more organized. Or, as organized as they can be with everything that has been happening.
To this end, full notes will be released with a bit more polish than usual. Sidenote: It's not AI, just avid use of a spell checker.
|> September 2025 - Dec 2025[/spoiler]
Sandbox
- Ancestries and Heritages
- Added Dwarven Feats, or equivalent, from 2e (Player Core 2)
- Added remaining Human Feats from 2e (or added new ones, as per usual).
- Finished Adding the Dragonblooded Feats (for Dragonfolk and those with the Draconic Legacy Heritage)
[spoiler]
June 8th / 0.005.0
After a couple of huge shake-ups irl, some things are changing.
First of all, I was commissioned to make another TTRPG system, and ended up making 2 (One, a proof of concept, and the other its own game), both of which do not and cannot use the ORC License or anything similar. To that end, this game has been sitting on the back burner while I reorient my priorities and come back to this with fresher eyes and a better on some things. After such, as many may expect, I realized the core of CHASE kinda ran away from me. In the time it took me apply a couple of concepts and make two games, it would've taken much more bloat and complexity to do the same in CHASE due to 'the crunch' of it all. Much as I and many love other systems for such and more (and as fair and nice as Paizo has been in granting use of their system and other aspects of their game(s)), I've come to realize I made one of the biggest mistakes in gaming that I should've known. Incoming Waffle: If someone wants to do X thing, they'll go to X thing for it. Making a copy of such, no matter how 'better/more streamlined' it is, will only remind others of the other thing. Good if you're going for that, bad if you're trying to stand apart from it. One has always to find a middle ground, not just for bean-counting, but for identity. To put it another way, There is no such thing as a Perfect Sauce for everyone, only Perfect Sauce(s). Oddly enough, I learned this lesson without knowing about the Howard Moskowitz study. When I worked in the (video) gaming industry, it was MMORPGs, not Tomato Sauces. I was consulted on many, many projects on being 'the next big thing' for several years based purely on my expertise in playing many MMOs beyond what was known to 'work' at the time (Popular ones like WoW and Everquest to lesser known or non-Western ones like Asheron's Call, Dark Ages). Granted, I had connections in the industry already for other reasons, and at the time I was leaving (not finishing) the college I attended for Game Design, and being scooped up after that isn't too uncommon. As a consultant, I've told scores of people what to do and not to do when trying to find the mark for their game, with much of it being ignored for one reason or another (mostly, money), while others who followed the advice succeeded, while their games are still running or ran their course. All told, take all this with a grain of salt, but my 'silver bullet' advice always boiled down to "Know what you have, be the best you", and in my pursuit to make a good, all encompassing system, I forgot...it does not need to do all that. To that end, I think I'll try adjusting the game to be what it was meant to be, for me. A less crunchy version of Pathfinder 2e, a more in-depth version of Dungeons and Dragons 5e. A system that can do tactical combat and social encounters pretty well, like D&D 4e and with a less harsh numerical focus; where you can turn a class or character into an anamoly that 'just works' once you know the system, and all the systems you thought you discovered were already there, waiting to be used and further explored. All for free, because why not? Second, I kinda forgot how fun it was to enjoy these games for a while. Burnout was very real, and the step away gave me perspective to just...take things slow. Focus on getting a minimum viable product, rather than a playable one. I can technically have both, you know? Got back into my hobbies, etc. Finally, I got a new job, and my computer was broken for a while. Not much more I can say that hasn't already been said. A healthy change is a good thing, and hopefully, this will be better as we go. August 31st / 0.005.1
I got swamped with crap. throughout the last few weeks, namely, picking up another job. But I've been able to do a couple of things, and get the ball rolling on others. More than anything, I want to update this more consistently again. Game Changes and Additions
General: As below, each one has had their url slugs changed.Lore: Beasts⚙️
Lore: Mythical Beasts⚙️
GT: Autodidact
GT: Against All Odds
GT: Crushing Adept II
GT: Piercing Adept II
GT: Slashing Adept II
GT: Tandem Tactician
GT: Undying
AAT: Echoing Maneuver
AAT: Ramp Spell
AAT: Quicken Ritual
CT: Into Melee, Out of Hell
CT: Unstoppable Frenzy
ST: Locus of the Body
ST: Locus of the Mind
ST: Material Macgyver
Maneuvers: Rolled over to next month/updates.
Commoner, Orc
Condition: Bleeding - X
Condition: Burning - X
Unarmed Weapon Group
Weapon: Unarmed Strike
Weapon: Knife
Trait: Dragonfolk
Trait: Forceful⚙️
Term: "Average HP"
Term: "Cantrip"
Term: "Heightening/Upcasting a spell..."
Term: "Round Up/Down"
Term: "Unoccupied Space"
Term: "Varied Damage"
Term: "Weapon Attack"
Term: ↦/Augmented by Starting
Term: Ability Augment Feat
Term: Burrowing Speed
Term: Campaign
Term: Character Sheet
Term: Climbing Speed
Term: Condition Immunity
Term: Cover
Term: Creature
Term: Creature Index
Term: Creature Type
Term: Critical Success
Term: Cube, didn't try with this one lmao
Term: Death Save
Term: Directional Sense
Term: Encounter
Term: Flying Speed
Term: Focus Points
Term: Hit Dice / HD
Term: Martial Weapon
Term: Numerical Bonus
Term: Numerical Penalty
Term: Power Points
Term: Recharge⟳
Term: Retrain
Term: Senses
Term: Simple Weapon
Term: Size
Term: Source
Term: Spell Points
Term: Swimming Speed
Term: Threat Level / TL
Term: Weapon
Changed Articles
General: As above, each one has had their url slugs changed.
Hub: All Abilities, given some formating changes.
Optional Rule: Multiattack Penalty, changed text, changed url slug
Ancestry: Dwarf, changed url slug, modernized
BH: Classic Human, changed url slug
AT: Adaptive Training, Maneuver, changed url slug, modernized, changed name to Inherent Ability
AT: Adaptive Training, Spell, changed url slug, modernized, changed name to Inherent Ability
AT: Adaptive Training, Supernatural
AT: Ancestral Lore, Dwarf, changed url slug
AT: Astrology in Action, changed url slug, clarified example text
AT: Bravery, changed url slug
AT: Colorful Courtesy, changed url slug, updated to include all charisma checks and support more ancestries. Has a unique ribbon for Humans
AT: Defying Darkvision, changed url slug
AT: Echoes In Stone, changed url slug
AT: Hyperdiversity, changed url slug, updated text to make more sense.
AT: Kobold Claws, changed url slug, changed wording to make way for the weapon, added Keen.
AT: Stout Ingenuity, changed url slug, reworked entirely
AT: Terrain Adept, changed url slug, changed name to "Terrain Scaler"
AT: Unburdened Iron, changed url slug
CT: Danger Sense, changed url slug
CT: Functional Immortality, changed url slug
CT: Piecemealed Spells, changed url slug
CT: Polymorphic Casting, changed url slug and appropriate level
CT: Throw Arcane Weapon, changed url slug and appropriate level
ST: Lie to Me, was in the wrong category, changed with links
ST: Breath Control, changed url slug
PF: Dedication Attunement, changed url slug, now a general talent
PF: Incredible Attunement, changed url slug
PF: Inspiring Lyricist, changed url slug, now called "Inspiring Performer", now a Skill talent, rebalanced as such
PF: Lineage Feat, Adopted Ancestry, changed url slug, now a general talent
PF: Lucky, changed url slug, now a general talent
PF: Resolve, changed url slug, updated functionality, now a general talent
PF: Toughness, changed url slug, now a general talent, rebalanced, added secondary effect as another General Talent
PF: Uncanny Crafter, changed url slug, now a general talent, rebalanced, added secondary effect as a skill talent
PF: Untrained Improviser, changed url slug, now a general talent, rebalanced
PF: Weapon Specialization, changed url slug, now a general talent, rebalanced
SF: Ancestrally Cultured, changed url slug, now a general talent named "Ancestral Enrichment". Works like Ancestral Paragon.
SF: Crushing Adept, changed url slug, now a general talent
SF: Improved Criticals, changed url slug, now a general talent
SF: Piercing Adept, changed url slug, now a general talent
SF: Slashing Adept, changed url slug, now a general talent
SF: Toxin Adept, changed url slug, now a general talent, changed name
AAF: Reverberate Damage, changed url slug, changed functionality to make more sense (I think WA ate the old description, as it did with many things before it).
AAF: Subtle Spell, changed url slug
AAF: Twin Ability, changed url slug, changed functionality to be more open to other kinds of abilities, replaced old function with the AAT "Ramp Spell", for you sorcerers and spellcasters.
Lore: Archeology⚙️, changed url slug
Lore: Demons⚙️, changed url slug
Lore: Devils⚙️, changed url slug
Lore: Kellid, the⚙️, changed url slug
Spell: Blazing Bolt, changed url slug
Spell: Burning Hands, changed url slug, added effect. It truly is a hand spell
Spell: Caustic Hand, changed url slug
Spell: Caustic Splash, changed url slug
Maneuver: Black Thorn Strikes, changed url slug, changed info, changed name to Black Thorn's Bloom
Maneuver: Block/Evading Move, changed url slug, changed basic info, changed name to Glancing Block because I am so tired of trying to fix the name
Maneuver: Inner Sense, Changed function/reworked, renamed "Pellucid Ripple", changed url slug
Maneuver: Knave's Mockery, changed url slug
Maneuver: Knee Breaker, changed url slug, changed to be used more frequently but with a nerfed effect
Manuever: Knockdown Assault, changed url slug
@[Maneuver: Swipe](article:623e7080-57d1-4cb6-abc2-fda336d33e6, changed url slug
Index: Commoner, Ordinary, Modernized to new standard, changed url slug
Trait: Augment, changed url slug
Trait: Beast, changed url slug
Trait: Fabled Creature, changed url slug
Trait: Humanoid, Changed named to Anthropoid. Kept screwing with the search function.
Trait: Mythical Beast, changed url slug
Term: Ability, changed url slug
Term: Ability Availability, changed url slug
Term: Ability Complexity, changed url slug
Term: Ability Component, changed url slug
Term: Ability Display, changed url slug
Term: Ability Range, changed url slug
Term: Ability Rank, changed url slug
Term: Ability Targets, changed url slug
Term: Ability Tradition, changed url slug
Term: Action, changed url slug
Term: Advantage, changed url slug
Term: Adventure, changed text, changed url slug
Term: Adventuring Day, changed url slug
Term: Age, changed url slug
Term: Alignment, changed url slug
Term: Ally, unfucked some autocorrected language, changed url slug
Term: Anathema, written to be less garbage, changed url slug
Term: Armor, changed url slug
Term: Armor Class / AC, rewritten, changed url slug
Term: Armor HP, changed url slug
Term: Armor Proficiency, changed url slug, unfucked something on the backend
Term: Attack, changed url slug
Term: Attack Modifier, changed url slug
Term: Attitude, added small text for rulings, changed url slug
Term: Attribute, changed url slug
Term: Attribute Boost, changed url slug
Term: Attunement, changed url slug
Term:↗/Augmented by Level, changed url slug
Term: ⤵/Augment Down, changed url slug
Term: ⤴/Augment Up, changed url slug, also undid what was apparently autocorrect going mad.
Term:↣/Augmented by Chaining, changed url slug
Term: Bulk, changed url slug
Term: Cone, changed url slug, added some clarifying language
Term: Critical Failure, changed url slug
Term: Dice, changed url slug
Term: Favored Class Bonus, changed url slug
Term: Hit Points, added links
Term: Initiative, changed url slug
Term: Line, changed url slug
Term: Natural Weapon, changed url slug
Term: Radius, changed url slug
Term: Trait, changed url slug
Term: Turn, changed url slug
Term: Temporary HP, changed url slug
Term: Verbal, changed url slug
Term: Unique Ability, changed url slug
Term: Will Save, changed url slug
Term: WIS / Wisdom, changed url slug
After a couple of huge shake-ups irl, some things are changing.
First of all, I was commissioned to make another TTRPG system, and ended up making 2 (One, a proof of concept, and the other its own game), both of which do not and cannot use the ORC License or anything similar. To that end, this game has been sitting on the back burner while I reorient my priorities and come back to this with fresher eyes and a better on some things. After such, as many may expect, I realized the core of CHASE kinda ran away from me. In the time it took me apply a couple of concepts and make two games, it would've taken much more bloat and complexity to do the same in CHASE due to 'the crunch' of it all. Much as I and many love other systems for such and more (and as fair and nice as Paizo has been in granting use of their system and other aspects of their game(s)), I've come to realize I made one of the biggest mistakes in gaming that I should've known. Incoming Waffle: If someone wants to do X thing, they'll go to X thing for it. Making a copy of such, no matter how 'better/more streamlined' it is, will only remind others of the other thing. Good if you're going for that, bad if you're trying to stand apart from it. One has always to find a middle ground, not just for bean-counting, but for identity. To put it another way, There is no such thing as a Perfect Sauce for everyone, only Perfect Sauce(s). Oddly enough, I learned this lesson without knowing about the Howard Moskowitz study. When I worked in the (video) gaming industry, it was MMORPGs, not Tomato Sauces. I was consulted on many, many projects on being 'the next big thing' for several years based purely on my expertise in playing many MMOs beyond what was known to 'work' at the time (Popular ones like WoW and Everquest to lesser known or non-Western ones like Asheron's Call, Dark Ages). Granted, I had connections in the industry already for other reasons, and at the time I was leaving (not finishing) the college I attended for Game Design, and being scooped up after that isn't too uncommon. As a consultant, I've told scores of people what to do and not to do when trying to find the mark for their game, with much of it being ignored for one reason or another (mostly, money), while others who followed the advice succeeded, while their games are still running or ran their course. All told, take all this with a grain of salt, but my 'silver bullet' advice always boiled down to "Know what you have, be the best you", and in my pursuit to make a good, all encompassing system, I forgot...it does not need to do all that. To that end, I think I'll try adjusting the game to be what it was meant to be, for me. A less crunchy version of Pathfinder 2e, a more in-depth version of Dungeons and Dragons 5e. A system that can do tactical combat and social encounters pretty well, like D&D 4e and with a less harsh numerical focus; where you can turn a class or character into an anamoly that 'just works' once you know the system, and all the systems you thought you discovered were already there, waiting to be used and further explored. All for free, because why not? Second, I kinda forgot how fun it was to enjoy these games for a while. Burnout was very real, and the step away gave me perspective to just...take things slow. Focus on getting a minimum viable product, rather than a playable one. I can technically have both, you know? Got back into my hobbies, etc. Finally, I got a new job, and my computer was broken for a while. Not much more I can say that hasn't already been said. A healthy change is a good thing, and hopefully, this will be better as we go. August 31st / 0.005.1
I got swamped with crap. throughout the last few weeks, namely, picking up another job. But I've been able to do a couple of things, and get the ball rolling on others. More than anything, I want to update this more consistently again. Game Changes and Additions
General: As below, each one has had their url slugs changed.
- AT: Bones of Stone
- AT: Boulder Roll
- AT: Dwarven Doughtiness
- AT: Dwarven Grit
- AT: Dwarven Reinforcement
- AT: March of the Mines
- AT: Stonemason's Eye
- AT: Stonewall Spirit
- AT: Sturdy as a Stone