Maneuvers & skill feats reorganized
Hi, Kay here, its been more than 20 days since the last update to Full Plate Harness, in these past few weeks i have been testing and reworking some stuff.
The main problem i found, was that during character creation things where too spread appart from each other, so, players outside my home table where getting confused on what they could buy with experience, due to that, i decided to reorganize some sections of the rulebook to make character creation faster and easier:
- Skill Features: the skill related features where spread too thin trough the "Skills in detail" section of the rulebook, so, to make it simpler to search for, i made skill features into its own chapter of the rulebook; the features within it still are organized by the skill they are asociated to, so it should be easy to look for them.
- Maneuvers: in the same way, maneuvers being set all the way to the last part of the combat chapter made it so people wouldn't see them while creating characters, so i made them their own chapter, located after the skill features one.
- Magic relocated: the magic chapter used to be at the end of the rulebook, but now it has been brought up closer to the beguining, set now after the maneuvers chapter. Remember that the current magic is a bit provisional and still being worked on.
To simplify further the character creation process, i made the steps by step guide of the character creation chapter clearer and easier to follow, and, the "Focus skill" mechanic was reworked, as it caused some confusion or would be forgotten.
Previously, the Focus skill was a bonus you could put to the skill level of a skill of your choice to increase your proficiency on it beyond of what the skill array would allow, you could use it to maximize a skill (as most people would be doing) , or, to round up a bit a skill if necesary.
Now, to make the process faster, i added the bonus from the focus skill directly to the skill array, so, instead of having four skills set at 50, you now have two skills set at 50 and two set at 60; this reduces customization a tiny bit, but, balance stays the same and we know most people would just use the focus skill to maximize one of their 50's to a 60.
Some smaller changes and fixes where done, like setting the save skill for the save attack of the "Divine prayer" feat to willpower (when previously was marked as indecise between willpower or resist magic), and the wording of some phrases was reworked.
This update, altrough without much content, should serve as a good quality of life improvement using the game and creating characters.
About what follows: its very likely that my next update would be for improving readability, as mentioned in my previous devlog, by making the rulebook use the more standard 2 column format, and adding some hyperlinks for ease of referencing , i should be back in one or two weeks with a new update.
If you want a look a bit more into the future, i been pondering on changing the way melee weapon skills work, from being based on weapon size, to a more natural weapon type set of skills, so going from "light melee, medium melee and heavy melee" to "small blades, swordsmanship, trauma weapons (axes and maces) and polearms", but nothing is sure yet.
Thank you for reading this devlog, and for following the development and refinement of Full Plate Harness, i should be back soon with more updates.
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Full Plate Harness
A medieval tactical combat TTRPG about armoring yourself up
Status | In development |
Category | Physical game |
Author | Kaydevs |
Tags | Medieval, Tabletop role-playing game |
More posts
- Preparing for a larger updateNov 12, 2023
- July updateJul 15, 2023
- Archery maneuvers and additional bowsJun 13, 2023
- Simplified ShieldsMay 31, 2023
- Finally back and small changesMay 19, 2023
- Marksmanship, Speech and NegotiationFeb 28, 2023
- Beasts and ReapersFeb 14, 2023
- Full Plate Harness going forwardFeb 07, 2023
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