It’s taken a very long time,
but finally here is an update. A BIG update.
This took a LOT
longer than I’d intended, and I thank everyone for their patience.
With this update out of the
way, I can move on to finishing the Bestiaries.
If you find any typos,
layout errors, inconsistencies, or anything unclear, please let us know
Each time we put out a new
update, a lot of people ask what we’ve changed. This is a big update, so we’re
not going to go into every minted detail given the raft of changes. However,
here is a big list.
GENERAL
I've completely re-presented
the core game rules to make them easier to learn and reference. Most of these
changes do not affect actual game play.
CORE RULE CHANGES
1. Movement: Diagonal moves now
require an ability. Halflings get this natively.
2. Diagonal attacks: Remove
the expanded range introduced in Reforged, but this can be regained through an
Ability.
3. Critical Hits: Melee
Crits now half toughness, either type of crit can be converted to bonus attacks
(or sometimes moves) with the right Ability.
4. Wounds/Damage: Significant
change to the wording of the mechanic to cover edge cases and special effects.
Wounds is now a Value Pool.
5. Fate/Destiny: Significant
change to the wording of the mechanic to cover edge cases and special effects.
Fate is now a Value Pool.
6. Minor changes to turn
structure to tidy things up.
7. Added Boons to the game
to give per-expedition variability to Heroes.
8. Replaced Free Attacks
with other mechanics for clarity.
9. Renamed Fame to Glory, as
the name was too similar to both and Faith.
APPENDIX I - Exploration
1. Room type Table: Redone
to scale with party size, and to add more variety.
2. Changes to furniture
rules to make it more interesting.
3. Seven additional special
Quest Rooms.
4. Added “Cross-Roads” to
dungeon generation tables, adding a slight wrinkle to corridors and the
potential for some VERY long stretches!
5. Reinstated the empty
passage, though it’s not as common as it once was.
APPENDIX II - Traps
Several corrections and wording
tweaks for clarity with no material changes.
APPENDIX III - Hazards
Several wording tweaks for
clarity with no material changes. A couple of extra Hazards added.
APPENDIX IV - Treasure
1. Several wording tweaks
for clarity with no material changes.
2. Several extra treasures
added to deal with new Abilities and options.
3. Treasure Chests changed
to scale with party and give greater variety of contents.
APPENDIX V - Quests &
Campaigns
1. Revised Quest Reward
table for ease of use.
2. Added rules for
Abandoning a Quest.
3. Revised Town Events &
Training tables.
4. Several wording tweaks
for clarity with no material changes.
5. Added Training 3 for
Heroes only.
APPENDIX VI - Bestiary
1. Updated Enemy Matrices to
make them easier to use.
2. Changed the rules for Sentries
turning up to make them easier.
APPENDIX VII - Hero Creation
1. Several wording tweaks
for clarity with no material changes.
2. Updates for core rule
changes.
3. Race-Based option to take
a bonus Ability.
4. Many paths tweaks, a couple
of additional paths.
5. Re-presented the Paths
list for ease of use.
6. Given Henchmen and
Ability to make them cheaper to train.
APPENDIX VIII - Henchmen
Creation
1. Several wording tweaks
for clarity with no material changes.
2. Updates for core rule
changes.
3. Several Path tweaks.
APPENDIX XI - Play Sheets
1. Updates for core rule
changes.
2. A few additional Mastery
Feats.
3. Replaced one Hero Skill
with three new ones.
APPENDIX X - Abilities &
Equipment
1. Updates for core rule
changes.
2. Several new Abilities.
3. Added details for Boons.
4. Expanded options for
Ammunition.
5. Updated Pistols and
Handguns to make them more effective and interesting.
6. Updated several
Abilities, most notably making Exhaustion a test you want to pass, not fail.
APPENDIX XI - Co-Op play
Large changes to make this
into a co-op/GM-less system with Dungeon Counter draws and an enemy AI, making
this harsher the more Heroes are playing.
CAMPAIGNS
Updates to match new rules.