Posts tagged "game"

March Update & Devblog

March has been a very productive month, indeed, and I'm eager to show all the updates to Sabre! Let's get right to it.

Art

I've added two new pieces to the Codex, for the half-humans and raelani (along with expanding the flavour text for each race). This finishes off the standard races section which makes the basic edition look much more complete! Oh, I've also gone back over the forest elf picture and took another crack at the male. He was one of my first efforts and since my style has evolved since then, I felt he could look a little better. I'll probably redo the dwarves at some point as well, but I'll finish the exotic races from the premium edition before I swing back to give them another go. Later this year I want to do proper front cover artwork to really catch the eye with adventurous people, explosions, all sorts of stuff :)

 

Druidry

This skill was a little overpowered, as a druid could do just about anything in equal measure, so I've taken this opportunity to not only fix this issue, I've added more diverse choices for the type of nature priest you can play. Instead of gaining Animal Companion by default, you now choose a Sect, not unlike the Devotion a divine caster chooses, which grants you access to a set of talents which focus on a style of gameplay. Druidry also works well with the revised (and integrated) Animal Training skill, which lets you have trained pets. If you choose the Beastmaster sect, you get to choose one of those pets to bond with, granting enhanced abilities much like the old animal companion talents. So now you can be an animal trainer without needing to take the druidry skill too! 

Wizardry

Since the animal companion and familiar talents were merged together, I've also gone and revised the wizardry skill's special bonus from 'Familiar' to 'School'. Just like druidry, wizards can choose from one of four schools with talents to enhance certain aspects of their magical abilities. The capability to summon a familiar is now a spell, so every wizard can still have a familiar, but those of the 'Familiarist' school can have better familiars :)

Reaction Spells

Since greater magic spellcasters are unable to attain high levels of Armour Points without spending a lot of silver (and even then, fall short of heavy armour of similar cost), there are now some new spells designed to offer an alternative defence. These spells are cast as Reactions and are very economical for their cost, usually providing an excellent defense against one attack for only 1 Spirit Point, but can be boosted just like other spells. The shield spells in various fields of magic were modified to suit this new defensive method too. 

Armour

Just a little tweak here to the encumbrance of heavy armour, which was a little high. I've taken 1 point off each of the four pieces, so heavy armour is more appealing (and a bit more realistic I think).

Aside from these major updates, there's a bunch of little fixes and tweaks, as you've come to expect! Hey, at least I'm only doing this once a month instead of 5 times a week now. ;)

Finally, the Bestiary has been updated as well, and I even found time to add a few pictures, though I'm planning to finish the codex before really sinking my teeth into this.

 

Coming up next month...

Art for the escardi, corvids and possibly the saerid if I get the time. These are some of the more exotic races which need a picture to show how they look!

Shamanic talents.

Rules and equipment for siege warfare. 

 

So that's it for this month, keep an eye out for further updates down the road a little.

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v2.24 Premium Edition notes

* Added art for the raelani and half-human race pages.

* Revised and improved the forest elf artwork (practice makes perfect!)

* Fixed many typos and inconsistencies thanks to player feedback.

* 'Bodyguard' talent clarifies that you take the place of your ally against that attack.

* The 'Close Range' action can be attempted using the Shields skill in place of Evade.

* Added 'Hover' Corvid talent.

* The 'Ranger' background is now available to escardi.

* Herbalism skill now tells you how you can apply poison to a weapon.

* The 'Poison Weapon' talent now lets you avoid poisoning yourself by accident and can apply poisons as a Quick action.

* The background event which grants you a suit of heavy armour has been changed to simply give you +1 Natural Armour (heavy armour is very niche).

* Added Corvids to the Human age table.

* Removed reference to the Career stage when determining starting points for older (or younger) characters, and increased the background points for older characters by 5 at each stage. Reduced Accolades for age categories slightly.

* Added 'Spell Synergy' and 'Greater Synergy' talents for combining spell power.

* Mercantile and Military contact bonuses have been modified to be more useful.

* Changed the text for the 'moving house' player contact backstory (bonus is unchanged).

* All divine magic devotions have one of their 90% talents raised to 99% (getting tier 5 spells used to be a reward for 99% skill but that's no longer applicable, so these talents are falling into line with other skills).

* Renamed the 'Re-attempting Skills' section to 'Skill Spamming' to clarify how 'out of combat' skill improvements work.

* Removed artifice and 'permanent' spells from the Magic Services section - I don't want to promote the concept of the 'Magic Shop' (magic items should be acquired from adventure, not a store!) GM's can still use the permanency spell and the artifice section to create magic items as needed.

* 'Adrenalive Surge' is no longer a manoevure - it's an action anyone can use and it's name has reverted to 'Spirit Surge' as it's a more descriptive name for what it does. It no longer affects undead or constructs.

* 'Deep Reserves' sorcery talent no longer removes fatigue penalty.

* 'Bully' requires the target understand your language.

* 'Enduring Luck' talent now only gives its benefit on failed skill checks.

* Half-humans now gain the Culture skill and their free talent is no longer limited to 'general'.

* Half-human's 'Linguist' trait now allows them a chance to understand any language.

* Revised 'Corrupting Aura' sorcery talent.

* Modified the rules for mounted combat, which also includes rules for flying and attacking from height.

* Updated and linked the GM Reference Sheets.

* The Wounds section has returned to its rightful place on the contents page.

* Improved the numbers on the Recovering Ammunition table for spent arrows and bolts.

* The 'Commander' leadership talent now uses that character's initiative instead of the party's best.

* Druidry 'Regeneration' spell is now correctly listed as being Quick to cast.

* 'Crossfire' and 'Blindside' talents now work with each other to grant damage bonuses.

* 'Dual-Wielding' and 'Two Weapons' combat talents allow escardi and other large humanoids to wield a Medium sized weapon in their off-hand.

* On a critical success, 'Control Movement' also takes away the target's action for the round.

* Reduced the encumbrance of all heavy armour pieces (not barding) by 1 point each.

* 'Giant Slayer' sword talent has been replaced by 'Sword Specialist'.

Accomodation

* Revised and cleaned up the tables for easier reference.

* Revised the healing bonus from staying in quality housing: +1 to Heal and Spirit regen for Reasonable, +2 for Superior.

* Meals and trail rations of quality now also provide a +1 or +2 bonus to Heal Rate and Spirit Regen.

* The food section notes Escardi eat twice the normal amount of food, while Raelani and Corvids eat half the normal amount.

Wizardry

* The 'Familiar' ability is now a spell.

* Instead of 'Familiar', the Wizardry skill now grants the 'School' ability which allows you to choose a style of wizardry.

* Talents related to scrolls, illusions and familiars have been moved to the 'Wizardry School' section. 

* Added new talents for the 'Wizardry School' section for Librarian, Familiarist, Illusionist and Scrivener schools. 

Druidry 

* Druidry now has the 'Sect' ability instead of 'Animal Companion'. This provides 16 talents in 4 areas that allow druidry to specialise in different aspects of the skill.

* Druid's 'Beastmaster' talents now simply enhance one of the pets you acquire through the Animal Training skill.

* Revised the Animal Training skill which is now based around an animal's threat level.

* Added the 'Extra Pet' talent.

* Added 'Speak with Nature' spell to cover communicating with animals and even plants.

* Revised the 'Animal Form' druidry spell to better clarify how it works and what you can do.

Reaction Spells 

* Added a new concept for Reaction spells to give spellcasters some more defensive options other than just getting more AP, as listed below. 

Alchemy

* Modified 'Smoke Bomb' & 'Flash Bomb' to use Reactions.

* Added 'Wild Magic' spell. 

Artifice

* Modified 'Security Matrix' for more flexibility.

* Added 'Forcefield' area of effect natural armour spell.

Divine

* Modified 'Holy Aegis', 'Salvation' & 'Soul Shield' to use Reactions.

Druidry

* Added 'Guardian Sprite', 'Magnetic field' & 'Solidify Air' spells.

Psionic

* Modified 'Control Magic' & 'Precognition' to use Reactions.

* 'Deflect Missile' is now 'Deflect Weapon', uses Reactions.

Shamanic

* Modified 'Shield Totem' & 'Soul Shield' to use Reactions.

* Added 'Guardian Spirit' & 'Aethereal Shift' spells.

Sorcery

* Modified 'Force Barrier' & 'Incinerate Missile' to use Reactions.

* Added 'Blood Mirror' spell.

Wizardry

* Modified 'Block' to use Reactions.

* Added 'Reverse Momentum' spell.

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v1.54 Basic Edition Notes

* The 'Close Range' action can be attempted using the Shields skill in place of Evade.

* The background event which grants you a suit of heavy armour has been changed to simply give you +1 Natural Armour (heavy armour is very niche).

* Herbalism skill now tells you how you can apply poison to a weapon.

* The 'Poison Weapon' talent now lets you avoid poisoning yourself by accident and can apply poisons as a Quick action.

* 'Adrenalive Surge' is no longer a manoevure - it's an action anyone can use and it's name has reverted to 'Spirit Surge' as it's a more descriptive name for what it does. It no longer affects undead or constructs.

* Half-humans now gain the Culture skill and their free talent is no longer limited to 'general'.

* Half-human's 'Linguist' trait now allows them a chance to understand any language.

* Added art for the raelani and half-human race pages.

* Revised and improved the forest elf artwork (practice makes perfect).

* Updated and linked the GM Reference Sheets.

* Improved the numbers on the Recovering Ammunition table for spent arrows and bolts.

* Reduced the encumbrance of all heavy armour pieces (not barding) by 1 point each.

Accomodation

* Revised and cleaned up the tables for easier reference.

* Revised the healing bonus from staying in quality housing: +1 to Heal and Spirit regen for Reasonable, +2 for Superior.

* Meals and trail rations of quality now also provide a +1 or +2 bonus to Heal Rate and Spirit Regen.

 

January Devblog and v2.21 Patch Notes

Thus ends another busy month of sabre system development. I keep saying 'no more big changes' but then along come more big changes. I'm going to stop making that promise! The major part of work this month was the re-write of the magic system. After first creating the 5-tier spell point system in Sabre four years ago, I realised that there was a better way, where there are just spells (no tiers or levels) and you can spend additional points to buff them as you cast. Since I'd just finished writing the original system I wasn't keen on redoing it from scratch, but lately players have been coming to the same conclusion and urging me to do this change. You might have seen a hint of it with the armour spells, but what I've done now is apply this change to the entire magic system. 

Magic System Rewrite

The amount of changes are far too numerous to go into detail here, except to say that the system is more flexible and there's no more duplication of spell effects at different tiers. Most of the spells remain intact, but now have additional abilities written up in the full description. If there is a downside, it's that you'll need to have the full description in front of you to see what you can do with a spell, but the effects are similar across the board, such as 'Increase spell range by 10 metres' or 'Increase damage by +5'. The patch notes below have more detail, but you'll really just need to read through the magic section to see what's what. 

Armour System Balance

One of the questions I've been asked lately is 'what does a dedicated fighter bring to the party?' This is a very valid point, given how cool magic can be. The answer to this question was put forward by one of my contributors (thanks Ed!) who crunched the numbers and suggested a pretty substantial change to how armour and spells interact. All this time, I've been trying to allow some spell casting while wearing armour, mostly to cover the old classic 'armoured cleric' or 'arcane blade' style of fighter/mage, but now we've come up with a better way. The patch notes have the individual updates, but basically you can't wear any armour and still use Greater Magic. The only exception to this is the War devotion for divine magic, and that you can now use Lesser Magic in armour without penalty. Now, although you can't mix and match armour like before by default, special materials can still play a part, specifically wyvern and dragon skin leather, and mithral armour allow spellcasting without penalty. Some of them even stack with the Auric Armour spells that spellcasters can use, so if you're prepared to pay top prices for equipment, you can indeed be a fighting wizard or what have you. 

This means that if the party wants people with lots of armour for absorbing damage, it'll most likely have to be a warrior in medium or heavy armour, as it should be! Spellcasters still have a bit of magic armour and other spells for protection, fear not.

Art Update

Well, instead of spending the month creating art, I spent most of the time on that magic overhaul! Mechanics and play overrule art I figure, but at least I finished one piece for the humans. I had started on the elf art but the elves I created looked very human! My style is improving so I'm redoing those elf characters and that should be done soon. With the magic revamp complete I'll (hopefully) just be focusing on the artwork now. Oh, and along with the new artwork is a layout change for the races section with more icons and larger text to make it all easier to see, just like this;

Although this release is done, I still have to update the bestiary's spellcasting monsters and NPC's, which number about 35 or so. I'll get this done asap, but I wanted to get the manual online so you could read up on the new changes.

 

v2.21 PREMIUM EDITION PATCH NOTES

General 

* Added 'The Slow Road' skill advancement optional rule.

* Weapons that 'count as magic' for the purposes of bypassing protection against mundane weaponry are now called 'Auric Weapons'. The term has been added to the Glossary and spells which empower weapons in this way make reference to this new term.

* Added 'Collision' damage type for use with falling and colliding with objects.

* Condensed the file size of the pdf document.

* Improved the detail in the Weapons Modification section.

* Added 'Expanded Cartridge' weapon modification for crossbows.

* The 'Teach' skill's effects can be spread over 8 non-consecutive hours and it's been limited to skills no higher than 70%.

* Efficicent Study talent lets you spend 12 hours a day learning new skills/spells instead of 8.

* 'Reverse Engineering' and 'Eclectic Knowledge' now require double the normal learning time of acquiring a new spell, but there is no money or accolade cost.

* Added the 'Craft (Cooking)' sub-skill.

* Normalised all potions to 1d6+4 for their effects.

* Added more detail to Contacts, including a benefit for each one.

* Added 'Player Contacts' as a way to help player characters know each other prior to the start of the game.

* Pistols, Longarms and Martial Arts now use INT+AGI to determine their base skill numbers.

* Added a section for Recommended Character Builds to help new players make a character that fits a certain role in the party, such as Tank or Healer.

* Alchemy has been promoted to 'Greater Magic', and has its own background.

* Added 'Warrior Savant' 99% Martial Arts talent. 

* 'Drunker Master' Martial Arts talent has been lowered to 90% skill requirement.

* Revamped the race section, with more detail and a better layout for easier reading.

* Added art for the Human race (yay finally, more on the way).

* Added 'Sneak Shot' pistol manoeuvre.

* You can no longer move before taking a Death Blow action.

 

Armour Revision

* Removed the 'Endurance Training' talent.

* Greater Magic spells can no longer be cast at all while wearing any armour (the War devotion of divine magic is the exception).

* Lesser Magic spells can be cast in any kind of armour.

* Wyvern leather is now 5x normal cost, allows for the casting of Greater Magic spells and stacks with Auric Armour.

* Basilisk leather is now 3x normal cost.

* Spells which grant Auric Armour have been reduced in power, thus giving dedicated fighters a proper role as damage tanks within a party. 

 

Magic System Revamp

* Revised the magic system to be 'tierless', with each spell costing 1 Spirit Point to cast but with built-in bonuses that can be added with the expenditure of more Spirit Points. 

* The amount of Spirit Points that can be spent on a spell during casting (known as Spell Power) is limited by the character's skill level: 0%-49%=1, 51%-69%=2, 70%-89%=3, 90%-98%=4, 99%=5 and their Intelligence Attribute (it's all on one table, should be clear how it works).

* Spells have been removed where their power was either duplicated, or integrated into another spell of a given field of magic. This has condensed the spell list across the board.

* Removed the 'Channeled Spirit' and 'Expert Channel' magic talents (they are now effectively integrated into each spell).

* Spell cost and learning time is now adjusted by the INT of the spellcaster, just like skills (but cheaper/faster).

* Made it clear in the Attributes section that INT dictates the maximum number of spells and skills that can be learned.

* Fixed legacy rules and errors throughout the spell system.

 

v1.51BASIC EDITION PATCH NOTES

General

* The Backgrounds list now denotes which backgrounds give Greater Magic skills as part of their skill set.

* Weapons that 'count as magic' for the purposes of bypassing protection against mundane weaponry are now called 'Auric Weapons'. The term has been added to the Glossary and spells which empower weapons in this way make reference to this new term.

* Condensed the file size of the pdf document.

* The 'Teach' skill's effects can be spread over 8 non-consecutive hours.

* Efficicent Study talent lets you spend 12 hours a day learning new skills/spells instead of 8.

* 'Eclectic Knowledge' now requires double the normal learning time of acquiring a new wizard spell, but there is no money or accolade cost.

* Added more detail to Contacts, including a benefit for each one.

* Added 'Player Contacts' as a way to help player characters know each other prior to the start of the game.

* Pistols, Longarms and Martial Arts now use INT+AGI to determine their base skill numbers.

* Added a section for Recommended Character Builds to help new players make a character that fits a certain role in the party, such as Tank or Healer.

* Revamped the race section, with more detail and a better layout for easier reading.

* Added art for the Human race (yay finally, more on the way).

* Normalised all potions to 1d6+4 for their effects.

* Added 'Collision' damage type for use with falling and colliding with objects.

 

Armour Revision

* Removed the 'Endurance Training' talent.

* Greater Magic spells can no longer be cast at all while wearing any armour (the War devotion of divine magic is the exception).

* Lesser Magic spells can be cast in any kind of armour.

* Wyvern leather is now 5x normal cost, allows for the casting of Greater Magic spells and stacks with Auric Armour.

* Basilisk leather is now 3x normal cost.

* Spells which grant Auric Armour have been reduced in power, thus giving dedicated fighters a proper role as damage tanks within a party. 

 

Magic System Revamp

* Revised the magic system to be 'tierless', with each spell costing 1 Spirit Point to cast but with built-in bonuses that can be added with the expenditure of more Spirit Points. 

* The amount of Spirit Points that can be spent on a spell during casting (known as Spell empowerment) is limited by the character's skill level: 0%-49%=1, 51%-69%=2, 70%-89%=3, 90%-98%=4, 99%=5 and their Intelligence Attribute (it's all on one table, should be clear how it works).

* Spells have been removed where their power was either duplicated, or integrated into another spell of a given field of magic. This has condensed the spell list across the board.

* Removed the 'Channeled Spirit' and 'Expert Channel' magic talents (they are now effectively integrated into each spell).

* Spell cost and learning time is now adjusted by the INT of the spellcaster, just like skills (but cheaper/faster).

* Made it clear in the Attributes section that INT dictates the maximum number of spells and skills that can be learned.

* Fixed legacy rules and errors throughout the spell system.