Hub: CHASE Changelog in CHASE SRD | World Anvil

Hub: CHASE Changelog

I'm not calling it a Chaselog.
  CHASE is updated almost daily and sporadically, but each change and addition will be added to this page every other Tuesday, barring any interruptions, special occasions, or acts of the powers that be.
  > WIP
April. 30th / 0.003.2
Changes based on feedback. Patch delayed due to participating in PF2E Beginner Box days 2024. A lot more is being done in the background, thus the delayed notes. Mostly, slowing things down a bit for mental health reasons.
    • Changes
    Some complaints that low levels are too swingy. Trying minor changes before major ones. First of which is having it so that the Bloodied condition *always* gives Blockstun.
      • Condition: Blockstun, made it clearer that the Off-Guard condition is only applied to npcs (i.e. enemy creatures and follower creatures).
    • Condition: Bloodied, Gives all players a blockstun (health block). So players with Fighting Spirit will technically have 2 'blocks' of health (even though it is not quite the same), and those with Armor HP will have 3.
    AT: Hyperdiversity Raised the free Attribute Boost from 1 to 2.
  • Corrections/Error Fixes
  • New

 

  > 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
      • 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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