July update
Hi, im back, i dissapeared for a month or so, as i was occupied with college, so i decided to put out an update with the few things that i got done in the past month.
Most of my work of this month where more conceptual things that havent been added to the game yet (but, you should soon see them in as new mechanics and improvements/simplifications of existing ones), but i did add some proper stuff into the game.
Added a few new maneuvers, as well as i have some small fixes to already existing maneuvers:
- Added percussive strike for bludgeons, a simple maneuver to ignore part of the opponent's armor when using bludgeons.
- Added swathe for reapers, another additive maneuver to knock targets to crouch or prone, but targeting the thighs rather than the lower legs, so instead of a replacement, its a good addition to the already existing tumbling attack.
- Buffed the harvest maneuver, now it adds extra damage to all hit targets
- Separated melee maneuvers into 2 maneuver sets, one for the basic melee maneuvers with the feint and riposte, and one for stance maneuvers, which includes the high and low guards and strike maneuvers
- Added a set of dual wielding maneuvers, currently it only has 2 maneuvers, paired attack (which is a rework of the previous dual wielding) and crossed attack (a special attack roll that goes against average defense); an additional dual wielding maneuver is still in the works.
- Hand fired ballistic weapon maneuvers, a set of 2 maneuvers for use with hand crossbows and pistols, which would also be combined with the (still in the works) crossbow and firearm maneuvers (depending on the weapon you are using).
A set of shoulder fired ballistic weapon maneuvers (for full sized crossbows and 2 handed firearms) is also in the works.
Besides the added manevuers, i did some small fixes to firearms, readjusted the damage and range of the carbine, and, increased the cost of firearm ammunition.
Some small changes where done to the description of coins size and weight, to try to make the economy a bit more logical or intuitive without having to alter the cost of stuff.
And, the development notes that where previously near the beguining of the document where moved to the end, in a new (temporary) section called "Stuff in the works", of which ill talk about in a bit.
Those are the main changes that where done to the game document, so, to talk about what will come next to Full Plate Harness, ill have to say that i tried to make many small but constant updates, but is not working for me, as i feel that it doesnt give me time to add anything big or meaningfull, and im only adding lots of small, less important things, so, im planning in the future to start aiming for less but more meaningfull major updates.
In the next update, ill add to the previously mentioned "Stuff in the works" section a list of all the things im currently doing, changes and simplifications to the existing mechanics, new mechanics, and additional content like more features and equipment.
I also need to soon update the bestiary (which, is kinda wonky and outdated and doesnt really work as it is now), and to make the long ago promised cheat-sheet / GM screen.
I'll be back soon with more updates, and thank you for looking into the development of Full Plate Harness
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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
- Archery maneuvers and additional bowsJun 13, 2023
- Simplified ShieldsMay 31, 2023
- Finally back and small changesMay 19, 2023
- Maneuvers & skill feats reorganizedMar 22, 2023
- Marksmanship, Speech and NegotiationFeb 28, 2023
- Beasts and ReapersFeb 14, 2023
- Full Plate Harness going forwardFeb 07, 2023
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