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Post Aegis Recruits Patch Notes

Here is a list of 'patch notes' I've currently documented with some reasoning behind them. The primary goals are to reduce prep time for campaigns, sessions, and to simplify existing mechanics into their best parts.

Some of this is still being worked through while I await the release of the next Maptool update, which will resolve the issues of players not being able to load maps or the campaign without closing their program multiple times. 


There is currently no ETA for the next campaign. Truth is that the previous campaign was incredibly exhausting to run and I'd like some time not worrying about the pressures of session dates just yet. There is a lot I need to personally work though aside from these system changes being aimed at helping me be more easily prepared. This may also include practical things such as finding somebody to aid in creating maps.


‘Birth Signs’ potentially to be unlocked during a campaign rather than chosen at creation. It is a lot of information to immediately place on a player without much context and may be better suited for a moment of character specialization after they have some experience within the system. This will likely be prioritized until after starting a campaign as its not needed at the start unless inspiration strikes.



A few under used status effects were removed or reworked. This makes sure stats and statuses are relevant to characters more often. Haste/Slow/Rejuvenate are fully removed at end of turn. (instead of smaller amounts being removed over time) Makes them much easier to balance and more regularly incorporate and scale more interestingly.



Declares and Enemy Prep

Much of this is automatically generated to reduce time preparing an enemy. For example, the 'Burn Immune' text here is generated due to having the stats which create burn immunity. A lot of 'dev tools' are being made to quickly assemble enemies and input important values quickly and conveniently. 

If a player attempts to save against a creature and matches the challenge value with their social check (Rolls a 5 against a challenge of 5) they will initiate a new mechanic; Clash. Thus,  there is no discrepancy between who wins if the save matches the challenge and an interesting moment of decision making can occur. 



Trigger System

Placing macros in predetermined groups on a token will automatically declare at the start of a creatures turn that a Trigger ability can freely be used. This gives the feeling of a “declaration”, because their action is predetermined by the conditions of the trigger. The triggers all automatically show up on a creatures stat sheet so the knowledge of what ability will be used under what trigger will not be hidden.

Ex; A creature is guaranteed to start their turn using an ability once they have been lowered to below half of their HP. Or they may always start turn 3 with a triggered action, requiring the start of round 3 being planned for appropriately.

A specific “Half Health” trigger type may only be redeemed once per combat, but multiple abilities that require that trigger may all be used at the start of that turn.

I'm still investigating if it is worth giving players access to these types of triggers, keeping in mind that removing Attacks of Opportunity felt like the right direction.


Walking over Tiles (WIP). It is intuitive that walking through fire is bad, but the current tile system only validates starting your turn on top of a fire tile. I do not wish to track player movement using the system for many reasons, so a manual ‘walk through tile’ tool will be used after counting how many fire tiles a player went through. Walking through a tile may be less harmful than starting a turn in that tile. 

I will continue experimenting with some more consistent ways to incorporate the Sanity mechanic, Madness, and reading occult texts. There may be no changes here, but it is something I’d like to continue putting thought into moving forward as it is core to the identity of Myriad -- but generally these are hard concepts to implement well into a role playing game.


Thanks guys for your continued support, it was great to see all the discussion and retrospect after the conclusion of Aegis Recruits. 



Comments

Thanks for the campaign and dm insight. Every second was very entertaining!


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