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RosenMcStern

What changes to include in a second edition?

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With the release of the Hardcover Edition and several settings bound to appear in 2018 (delays aside), it is time to make a short checksum of what Revolution D100 has achieved so far, and where it is headed.

The core system has shown to be a solid chassis to build upon. Most people who have tried it are happy with the approach we took to skills and characteristics. Not everyone loved conflicts, but a lot of people ended up saying “I will be using something similar in my game”. Other people had difficulties understanding the subtleties of Advanced Combat.

It is not a mystery that we are toying with the idea of a second edition. Not in order to implement cataclysmic changes, but to make things clearer and more accessible. Some minor improvements made it to the hardcover book, but clarifications would require a rewrite of some important passages to be effective, and this would require a revised edition.

That said, I would like to compile a list of things I think might become beneficial in a new edition, and present them to the public for discussion. Feel free to add your favourite modification: we do not guarantee that we will incorporate it, but we will at least consider the option.

Items with a (+) are things that we should certainly include in the improvement list. Items with a (?) are things that we are considering, but we are not 100% sure to include, or for which we have not found a precise solution yet.

 

MODIFICATIONS

These are actual changes or additions.

(+) Introduce Motivation slots as a standard rule (currently they exist in Merrie England but not in the core)

(?) Introduce packages of stunts, equipment and powers as a standard for handling settings

(?) Find a [better] way for the leader’s Traits to provide a support bonus in Conflicts

(+) Eliminate Fate Points and keep only the simplified Motivation mechanics

(?) Eliminate zero point wounds: only damage in excess of Toughness becomes permanent

(?) Simplify advanced armour and add more examples of additional items like gloves etc.

(+) Make better entry for non-locational armour on character sheet

(+) Make burst fire less precise at long range, differentiate between 3 and 10 shot bursts

(?) Simplify the rules for Value for rituals and gadgets – maybe find a better name for Value?

CLARIFICATIONS

Many rules are already present but not clear, or not explicit. Here are the points we should stress more.

Writing conventions

(+) Streamline writing conventions for Skills, Traits and Stunts

(?) Make writing convention for Consequences more understandable

(+) Consolidate a standard for statblocks

Skills

(+) Clarify what kind of effects Stunts may have

Core Mechanics

(+) Generate numeric resources when they are useful; never track numeric resources between conflicts

Combat

(+) Better explanation of how after-combat healing works.

Items

(+) Improve the explanation of how the item design rules work, for both weapons and armour

Powers

(+) State explicitly that rituals allow freeform magic; find a word beyond “ritual” for extended use of non-magic powers

 

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What sort of simplified antagonists do you wish to create? For combat or for generic conflicts ? And how simplified ?

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Just a detail : in the Blessing Invoke Lesser Cantrip, Invoke Cantrip and Smite With Cantrip, you mention "offensive cantrips": I'm not sure to have seen any definition of what an offensive spell is.

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Another question : during a Conflict, you must chose between gaining a support or rolling for effect. Why shouldn't you do both, at least in other time scales than combat ? It is especially frustrating during a one-to-one conflict. I don't see the point here, but there may be some balance reason.

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Bullseye! You hit the spot. It is for balance reasons, and it is the point most in need of an improvement in the rules."(?) Find a [better] way for the leader’s Traits to provide a support bonus in Conflicts".

Essentially, if you allow a Support Bonus from the character who is rolling you are decreasing the incidence of other characters. There are fewer reasons for relying on friends. It is of course less necessary in a one-to-one conflict, but if we allow it when you go solo, then players will try to use this rule when they are not alone, and monopolize the conflict..

If anyone has good ideas on the subject, I am listening.

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1- explicitly allow multiple traits for rolling (at least you get one support), once in the Conflict per additional Trait ? It is like allowing one support but obliging to use it immediately. The available supports are also limited, you'll need your friends. If you want a standard support which you can use whenever you like and without limitation, then you can't roll

2- leave it to the narrator's decision, which players do anyway.

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1 hour ago, Zit said:

1- explicitly allow multiple traits for rolling (at least you get one support), once in the Conflict per additional Trait ? It is like allowing one support but obliging to use it immediately. The available supports are also limited, you'll need your friends. If you want a standard support which you can use whenever you like and without limitation, then you can't roll

...could work...

We have heard Olivier's opinion. What does the Silent Majority tithink?

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