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Character Sheet

● Fixed an issue where Influence and Insight were broken and linked together.

Core Rules
Attributes
● Prime Modifier
○ Variant Rule: Prime Equals Attribute Maximum. Added a new variant rule to
allow for more freedom on placing attribute points during character creation. This
variant makes it to where the Prime Modifier is always maxed, no matter where
you place your points. This removes the NEED for a PC to make sure they have
a 3 in one of their Attributes.

Skills, Trades, & Languages

Mastery
● Language Mastery
○ Made Points spent on Language mastery count for twice as much as before. This
works just like how Skills in the Knowledge category work. Now when you spend
1 point on increasing your Language Mastery, you get another bonus point to
spend (making it a 2 for 1).

Checks & Saves


● Attack Checks / Spell Check
○ Codified a term called “Spell Attack” which is a Spell Check that targets the
Defense of a creature.
● Overall Updates to Saves
○ There are only 4 Saves now (and 2 Save Categories of Physical and Mental).
There was some confusion on if Physical and Mental Saves were their own
unique Saves OR if they were just a category of Saves.
■ This change doesn’t really change how Physical Saves worked before (it
was the higher of Might Save and Agility Save). It still works the same
way, BUT Physical and Mental Saves are just categories now.
■ Physical and Mental Saves have been removed from the Character Sheet
in 0.5
○ There are still abilities that ask for a “Physical Save”, but now it’s very simple. A
Physical Save is just a “Might or Agility Save, your choice.” The same is true for
Mental Saves (but with Charisma and Intelligence).
● Special Saves
○ Added a section here to clearly separate this new update to Saves. Death Saves
have their own category now (and work the same), and Physical and Mental
Saves are in the “Save Categories” (since they are just categories).
Defense
● Damage Reduction
○ Updated text on explaining that there’s now Physical Damage Reduction AND
Mental Damage Reduction.

Health Points & Death’s Door


● Death's Door
○ Updated the Action Point Limit to be more clear in its rule as intended. It’s now
written as, “You can’t spend more than 1 AP until the end of your next turn, until
you’re restored to 1 HP or higher.”

Damage
● Damage Reduction
○ Updated text on explaining that there’s now Physical Damage Reduction AND
Mental Damage Reduction
■ Physical Damage Reduction (PDR) protects you from the following
damage types: Bludgeoning, Cold, Fire, Lightning, Piercing, Poison,
Slashing, Force.
■ Mental Damage Reduction (MDR) protects you from the following
damage types: Holy, Psychic, Sonic, Unholy.
○ Both of these “Damage Reductions” work the same as before. They reduce
damage from hits, but do NOT reduce damage from Heavy Hits and above.
■ This lets us create REALLY cool monster abilities, class features, magic
items, (or ancestry features of Psy-borns), etc. VERY easily and cleans
up what Damage Reduction is.
● Damage Modification
○ Fully rewrote this section to be 100% clear on how damage works when it comes
to damage reduction, resists, and vulnerabilities. No rules were changed, but a
more clear explanation was given.
● Dealing Multiple Damage Types
○ New section explaining what happens when you get bonus damage to multiple
damage types.
● Bonus Damage Against Multiple Targets
○ New section explaining how to calculate bonus damage to multiple targets or
single targets.

Combat Rules
Combat Resources

Actions & Reactions


● Grapple
○ Added a “Forced Movement” section to be clear how you can forcibly move a
creature you have Grappled.
● Spell Duels
○ Added in clarification on “Multiple Participants” to make sure it was clear that your
allies could also participate in a Spell Duel if they wanted to join in.
● Help
○ You can now use Help Die on Spell Checks that target Mental Defense (instead
of only Physical Defense).
○ Added clarification on Multiple Help Penalty for how other sources of “Help Die”
work and that using them don’t cause your Help Die given from Help Action to
decay.

Maneuvers
● Weapon Maneuver
○ Bow
■ Changed the weapon passive for Bow Weapons. The old passive created
a strange interaction where you would have a higher bonus to your Attack
Check against a target that was behind Cover than a target standing out
in the open.
■ NEW Bow Style Passive: Your Attack Checks score a Critical Hit on a
d20 roll of 19 or 20 against targets that are 10 or more Spaces away.
○ Chained
■ Similar to the Bow, these weapons gained a better chance to hit. Now
they just ignore the bonus from Shields and ½ Cover and gain +1 damage
to those targets.
■ NEW Chained Style Passive: Your Attack Checks ignore Shields and
1/2 Cover, and you deal +1 damage against targets that are wielding a
Shield or behind 1/2 Cover.
○ Staff
■ The Staff was the only weapon in the game that had a Reaction-based
Maneuver, which led to some strange interactions with SP use. It was
never intended to have a Weapon Maneuver based around Reactions
(those will be from talents and class features).
■ New Staff rework gets across the defense and utility feel with interactions
with the Hindered condition.
■ NEW Staff Maneuver: (1 AP) You deal +1 damage, and the target makes
a Physical Save against being Hindered until the end of its next turn. If
the target is already Hindered then they fall Prone instead.
■ NEW Staff Passive: You deal +1 damage against creatures that are
Hindered.
○ Sword
■ This weapon had the most powerful Weapon Maneuver. This was a
known issue that we’re now addressing with a creative solution using the
Help Die mechanic. This will have the average of the bonus start at +4.5,
then +3.5, then +2.5, instead of guaranteed +5’s
■ NEW Sword Maneuver: You gain a Help Die on the Attack Check. Each
time you use this Maneuver again before the end of your turn your Help
Die decreases by 1 step, to a minimum of a d4 (d8 → d6 → d4).
● Grapple Maneuvers
○ Body Block
■ Explained in simpler text.
■ Added the ability to reposition the Grappled target to any adjacent space.
This is a buff, but also feels more accurate to you moving the Grappled
creature in the way of the attack.

Techniques
● Updated Attack Check Techniques
○ Heroic Bash has been adjusted to be an Attack Check instead of a Contest to
match other techniques.
○ Added in clarification on Techniques that had Attack Checks in them (Heroic
Bash, Whirlwind, Volley) to clear up what kind of damage they dealt.

Spellcasting
● Mana Points
○ Clarification text on Mana Points (no new rules).
● Spell Enhancements
○ Clarification that you CAN use the same Spell Enhancement multiple times (if
you have the MP and it doesn't pass your Mana Spend Limit).

Starting Combat

General Rules
Environment
● Spaces & Distances
○ Added in a clarifying statement that moving Diagonal on a map only costs 1
Space of movement.
● Long Jump
○ Jump Distance is now equal to Agility (instead of Might OR Agility).
■ Might in general is a very strong Attribute in DC20 already and more so
representing physical strength and constitution, while Agility represents
physical nimbleness and speed. Agility made great sense here and this
rule gives Agility more of a place. This fits into falling damage rules too
(see below).
○ Added clarification on how Jump Distance works.
○ DC Tip: Basically if you had a Jump Distance of 5 that does NOT mean that
when you jump, you can automatically jump 5 Spaces (that would be broken).
Jump Distance is the number of Spaces you can cover in a single jump. You
need to have enough movement (from taking the Move Action, etc.) to cover that
distance.
● Falling
○ Overall Notes: Restructured the entire section and made it much more clear how
both types of falling work (controlled and uncontrolled).
○ Falling Damage
■ Now you take damage equal to the Spaces you fall when you fall from a
height higher than your Agility Score (instead of “Feet in Jump Distance”).
This is FAR easier to remember and less clunky than calculating feet.
This also gives a VERY cool feature to PCs with high Agility, letting them
fall from higher places with no danger (parkour ya know?)
○ Reduced Impact
■ If you’re going to take damage, you can make an Acrobatics Check to
reduce the fall damage by an amount equal to your Agility, but if you fail
you fall Prone.
○ Uncontrolled Falling
■ If you’re falling uncontrollably you take damage from ANY height and the
DC for the Reduced Impact is increased by 5.

Vision

Creature & Combat


● Moving Through Creatures
○ Reworded how moving through Hostile Creatures works.
○ You can move through hostile creatures 2 sizes larger or smaller, but you’re now
considered to be “Slowed 1” while doing it.

Equipment
● Weapons
○ Adjusted Weapons across all Weapon Style categories. Just about every
category has 5 weapons (3 Light Weapons and 2 Heavy Weapons). Heavy
weapons were a little bit too strong. Throwing weapons’ range changes are
doubled instead of tripled between short and long range.
■ The smallest Light Weapon in each category had its thrown range
increased from 5/15 to 10/20.
■ The next smallest Light Weapon in each category had its range
decreased from 5/15 to 5/10.
■ The Versatile Light Weapon is unchanged.
■ The Reach Heavy Weapon in each category had its base damage
reduced from 3 to 2. This puts its damage more in line with the Versatile
Light Weapon, but with the added benefit of Reach.
■ The biggest Heavy Weapon in each category had its base damage
reduced from 4 to 3, BUT it gains a new Weapon Property that increases
the damage it deals on Heavy Hits and above by +1. This means that
regular hits from this weapon deal 1 less damage, but Heavy Hits and
Brutal Hits are the same as before. This weapon is still going to be
monitored during playtesting, but this feels like the best option so far.
○ Re-tuned Whips and added a new type of whip.
■ With all the Heavy Weapon re-tuning, whips needed some extra
re-balancing.
○ Reworked the following Special Weapons: Rapier, Morningstar, and Greatstar.
■ These weapons were confusing (and overpowered) in that they granted
BOTH properties from 2 different styles. Now they grant one Weapon
Style (Weapon Maneuver and Weapon Passive) and a different damage
type. This keeps them from being the BEST weapons in the game while
still letting them feel subtly different.
■ Rapier: This weapon benefits from the Sword Weapon Style and deals
Piercing damage.
■ Morningstar & Greatstar: This weapon benefits from the Hammer
Weapon Style and deals Piercing damage.
○ Dart & Throwing Star
■ Added the Concealable Weapon Property to Darts and Throwing Stars.
○ Boomerang
■ Increased the damage of the boomerang from 1 to 2 damage.
○ Net
■ The Attack Check you make for a net is now a contested roll against a
Physical Save to work better within the system.
○ Added a DC Tip on re-flavoring weapons on the table to look like or be different
weapons (like using the mechanics of a shortsword and making it look like a
dagger).
● Armor
○ Added in clarification text on what armor is considered metal. Light Armor isn’t
made of metal metal and Heavy Armor is made of metal.
○ Heavy Armor is intended to be stronger than Light Amor, but not as much as it is
currently. The Armor Bonus for Novice Heavy Armor has been reduced from +3
to +2. This will keep heavy armor strong, but not “too high” like it currently is.
○ Updated anywhere that read “Damage Reduction (DR)” to instead read “Physical
Damage Reduction (PDR)”.
● Shields
○ Shield Type
■ Added a note that shields DO occupy 1 hand while wielding them.
○ Attacking with Shields
■ Shields now deal 1 Bludgeoning damage instead of an amount equal to
its PD. This essentially lowers Heavy Shields’ damage from 2 to 1.
Shields being a weapon is a viable option, but it should come at the cost
of lower offense. This also will allow for shields with higher PD to be made
later.

Conditions
● Grappled
○ Added in text on how you can move a creature that you are grappling to an
adjacent space (costing your Speed to do so).
● Condition Stacking
○ Added an entire section on rules for how certain conditions stack or do not stack.

Resting
● Rest Points
○ Clarified how healing with Rest Points works on a Quick Rest.
■ If you spend 1 or more Rest Points you now regain an amount of HP
equal to your Might or Agility (whichever is higher) PLUS an additional 2
HP per Rest Point.
■ This gives some love to those Agility users and helps those high health
PCs heal up a bit on a Quick Rest (and any other time they spend Rest
Points during a Rest).
○ Added a Restriction of 2 on the amount of Quick Rests you can take in a 24 hour
period.

Player Character Creation Rules


Player Character Creation Outline
● Starting Attributes
○ Updated the Standard Array to be: 3, 1, 0, -2
■ You now get 2 additional points instead of 1, as well.
■ It used to be a -1 instead of a -2 and only 1 additional point. This lets you
have an Attribute minimum of -2 and gives more flexibility with 2 points to
spend.
○ Roll Method
■ Added in an additional rule to make sure PCs would have a 100% chance
to have a 3 in 1 of their values when rolling for stats.
● Choosing Your Ancestries
○ Updated the entire section since there are now Ancestries in the game.

Talents
● Spellcasting Expansion
○ Added a Talent called “Spell Expansion” for Spellcasters to be able to pick up
access to additional Spell Lists (and spells + Bonus MP).
● Martial Expansion
○ Added a Talent called “Martial Expansion” for Martials to be able to pick up more
Techniques and increase their SP.
● Ranged Precision
○ When you make a Ranged Attack with a Weapon, you gain a +5 bonus on the
Attack Check against targets who haven't moved or dodged since the beginning
of their last turn.
● Multiclassing Talents
○ Updated the text in them to be more clear (no new rules).

Multiclass & Prestige Systems


● Rewrote a lot of this entire section to be more clear and set the stage for clean
multi-classing at higher levels as well. Most of the rules are the same, it’s just more clear
how it works.
● Multiclassing Mastery (instead of Feature)
○ Renamed for clarity of this being something that gives you Masteries to match
what was done for classes.
● Prestige Paths
○ Completely updated how it all works and made it VERY clear what you get.
○ Adjusted some values on the tables to be more balanced across each option,
and added Techniques that were missing from the Hybrid Prestige Path.

Ancestries
● Ancestries Update
○ Released 10 Ancestries
○ Mixed Ancestry System
○ Custom Ancestry System
○ Ancestry Variant Rules

Classes
● Classes Dropdown (temp)
○ Overall
■ Class (Martial / Spellcaster) Mastery
■ Each class now has a Mastery section of the given Masteries that
the class comes with (weapons, spells, techniques, stamina
points, mana points, etc).
■ Stamina Features
■ Stamina Features for all classes have been removed from the
Martial Mastery and are each their own feature now. This makes it
more clear what you do and do not get when picking up a feature
from a class.
○ Barbarian
■ Savage Defense
■ Since the Jump Distance was changed Barbarians now can use
their Might as their Jump Distance and to reduce the damage from
falling (Instead of Agility).
○ Fighter
■ Fighter Stamina
■ Clarified some language in the feature to be more clear on exactly
how you regain Stamina. Feedback was given that people were
regaining chunks of SP, which was definitely not intended.
■ New Fighter Stamina Feature:
■ You regain 1 SP when you perform 1 or more Maneuvers
as part of an action, provided you don’t spend SP as part
of that action.
■ Fighting Style
■ Removed “Heavily Armored”
■ Physical Damage Reduction is VERY strong at
early levels and there were too many options to
pick it up and stack it in unintended ways. Heavy
Armor already grants DR and this DR would just be
too much.
■ This will be brought back into Fighters Fighting
Styles at later levels (5+).
■ Action Surge
■ Added a limit of “once on each of your turns” to avoid some
unintended gameplay loops of getting “infinite Action Points” from
defensive maneuvers etc.
■ New Action Surge Feature:
■ Once on each of your turns you can spend 1 or more SP at
any time to gain an amount of AP equal to the SP spent.
■ Second Wind
■ Instead of a bland and simple heal once per combat, it now
triggers automatically at Death's Door.
■ New Second Wind Feature:
■ When you are dealt damage that would reduce you to 0
HP or lower, you regain 2 SP and gain an amount of THP
equal to your Prime Modifier that protects you from the
triggering damage.
■ Once you use this Feature, you can’t use it again until you
complete a Short Rest.
○ Paladin
■ Bonus HP
■ Fixed a misprint to increase the amount of Bonus HP that Paladins
receive from their class table.
■ Paladin Stamina
■ Fixed an issue that created broken interactions for infinite SP
when combined with things like healing from a Warlord (which
does not use MP). The SP recovery here will now be tied to
“magical healing”, which is to say that the healing received needs
to spend MP for you to regain SP from it. Now this makes
Paladins recover SP by spending (or from others spending) MP,
which is the design intent.
■ New Paladin Stamina Feature
■ You regain 1 SP when you spend MP to restore a
creature’s HP (including yourself), a creature spends MP to
restore your HP, or you use your Divine Smite Feature.
○ Warlord
■ Commander’s Call
■ Buffed the Attack and Move options to be worth more.
■ New Commander’s Call Feature
■ You can spend 1 AP and 1 SP to command 1 willing
creature that you can see and that can see or hear you
within 5 Spaces to take 1 of the following Actions as a
Reaction for free:
■ Attack: The creature can make an Attack Check or
a Spell Check that targets Defense. The Check is
made with ADV. The creature can’t spend SP, MP,
AP or any other resources on this Attack.
■ Move: The creature can move up to its Speed
without provoking Opportunity Attacks.
■ Dodge: The creature can take the Full Dodge
Action.
■ Heraldic Banner
■ Added another option to use on allies within your banner.
■ Bolster Allies: You can spend 1 AP to grant all allies (including
yourself) 1 THP.
○ Ranger
■ Favored Terrain
■ Cleared up some confusion that some people thought that you
only gained the benefits of this feature while IN the terrain. You
gain the benefits always, then ADDITIONALLY gain more benefits
while IN the terrain.
■ Rebalanced each of them to be more equally weighted.
■ Rangers now get to pick TWO Favored Terrains.
■ Natural Hunter
■ Removed “Unhindered Movement”
■ This feature is intended to give a “hunter feel” to the class with
some minor features that aren’t designed to be combat related.
Removing Unhindered Movement makes this fall in line with its
intent while buffing the Ranger in other ways.
■ Hunter’s Strike
■ This feature replaces “Hunter’s Equipment”
■ Reworked the feature to be more clear on how it was designed to
be used. Before there were questions on how long the Hunter’s
Equipment lasted. This led to an unintended game mechanic of
being able to make “infinite” Hunter’s Equipment while would lead
to negative gameplay interactions (players taking rests all the time
to stock up on equipment). The new feature uses SP and still
allows Rangers to modify their attacks in unique ways.
○ Rogue
■ Sinister Strike
■ Removed the “Prone” condition from the list of conditions. Prone
gives the Hindered Condition, which is already listed in the table.
○ Monk
■ Monk Stamina
■ Buffed SP recovery to be more like other classes that get SP back
when they DO something (instead of “nothing”).
■ Monks now regain SP when they take the Dodge Action, which
still plays into the intended class fantasy of a monk in a defensive
stance, ready to be attacked.
■ Flurry of Blows
■ Now allows your Unarmed Strikes to ignore the Multiple Attack
Penalty entirely instead of just for 1 attack.
■ Patient Defense
■ Buffed the feature by letting the monk add their PRIME Attribute to
their Defense (instead of having to choose between Intelligence
and Charisma). With this change, Monks aren’t forced to have
high intelligence or charisma.
■ Step of the Wind
■ Buffed to also allow the Monk to move a number of Spaces equal
to their Jump Distance along vertical surfaces and across liquids
without falling during their movement.
■ Since Jump Distance was changed to be based on Agility, we
added this to Monks to ensure that ALL monks (no matter where
their Attributes were allocated) could still JUMP, since that’s part of
the Monk Class fantasy.
■ You can use your Prime instead of Agility to determine your
Jump Distance and the damage you take from Falling.
■ Monk Stance
■ All Stances
■ Some people thought that your Attacks with weapons
would gain the benefits of the Monk’s stance, this is not
true. We added clarifying language on all stances that
shows that these benefits only affect Unarmed Strikes.
Some stances could still be beneficial while wielding
weapons, but it was NOT the intent to be able to use a
Greatsword while in Bear stance to deal more damage.
■ Turtle Stance
■ Reduced Physical Damage Reduction from 2 —>1 and
added in 1 Mental Damage Reduction. This gets across
the OVERALL defensive feel that the stance is going for
and doesn’t get into the issue of there being too much
Physical Damage Reduction.
○ Psion
■ Psion Class Table
■ Increased the number of cantrips and spells they learn across the
board by 1 each.
■ Mind Blast
■ Range increased to 10 Spaces. Psions were a bit too “squishy” to
have a 5 space range for this. It was already intended for this to
increase over time as they level, BUT giving them 10 as a base
feels like a good fix to give them some more space between
themselves and their enemies.
■ Telekinesis
■ Combined Telekinesis and Telekinetic Shove together into one
Feature. This is a VERY exciting change that really makes the
Psion FEEL like they are moving, restricting, and throwing around
their enemies with their mind. You can basically use Grapple
Maneuvers that Martials use, but at a range of 5 Spaces by using
your mind.
■ Mind Sense
■ Updated and buffed this feature. You can spend 1 MP to cast the
initial Mind Sense which reaches out to other creatures' minds.
You then get 1 “free” cast of one of its options below. Additional
casts of those options cost 1 MP. This gives Mind Sense more
PUNCH in both combat and in RP.
○ Cleric
■ Cleric Order
■ Priest: The priest feature was a bit simple and didn’t really impact
playstyle enough compared to the other options. This new version
allows Clerics that choose this option to heal in a unique way.
■ NEW Priest Option: When you spend MP to cast a Spell
that restores HP to creatures other than yourself, you
regain 1 HP. At Level 10, this healing increases to 2 HP.

Premade Spell Lists


● Fog Cloud
○ Fixed some text to say the correct term of “Fully Concealed”.
○ Added a line that says “Creatures within 1 Space of each other see each other
normally” for a unique twist on the spell.
● Death Bolt
○ Added this Spell that had slipped through the cracks and should have been on
the Cleric’s Class Feature Spells since it’s an option that their Divine Spellcasting
Feature Grants them. So this is a new Spell added to the game for Clerics to
potentially pick.
● Fire Bolt, Frost Bolt, Lightning Bolt, Psi Bolt, Sacred Bolt, and Death Bolt
○ These “Spell Attack” Cantrips have been restructured to be more clear that they
only cost 1 AP to cast. Some people thought that it cost 2 AP since the 1 AP cost
was listed twice. That is fixed now.

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