[0.8.6] - Trembling Star Unfurling
Ohoy Kadungganan!
This upcoming 0.8.6 update is a bit bigger. It's another small-ish overhaul, but one that greatly streamlines and quickens combat, cuts away at the chaff, and breaks free from many past sacred cows to be able to laser point focus to reach the game's design goals of good-flowing stylish combat. Ika nga ni Rendon: pokus dapat pokus! Ulitin ulitin ulitin ulitin
Main Changes
No more skills. Background informs the Skills that you can do. Background can give you +1 on your roll.
Rolls are like this now outside of combat: 1-4 is a Fail, 5-7 is a partial success, 8+ is a full success. 10+ is a Critical Success.
Virtues add to a roll, and they only go up to 3 now.
Boons and Banes are gone. Instead you can have a Sorrowful Cast, a Cursed Cast, Fated Cast, or a Favored Cast.
- Sorrowful Cast: Roll flat, adding no bonuses.
- Cast the Crocodile’s Teeth: Normal Roll, adding bonuses.
- Cursed Roll: Roll d8 twice and choose the worse result.
- Fated Cast: Roll d8 twice and choose the better result.
Spending Favor
When rolling, you may spend 1 Favor to raise the level of your Cast. The level of Cast tiers are as follows: Cursed Cast > Sorrowful Cast > Cast the Crocodile’s Teeth > Fated Cast.
You can only gather up to 10 Favor now.
Replacing Boons and Banes, the Tanso Rule is now the rule of Rounding. Round down unless otherwise stated.
In Combat
Taking lessons from all across the various editions…
No more Strike, Magick, and Defenses.
2 Actions on your Phase, and then 2 Out-of-Phase Actions.
Favor in Combat: You can spend Favor whenever you have to roll to raise its level, as with out of combat. You may spend Favor when a target is attempting to evade or parry your attack as well to lower their roll attempt. This means you can spend Favor to get better chances on a Crashed Roll or a Save.
You can spend Favor during your Phase or outside your Phase to gain 1 Action/Out of Phase Action, once per Round.
Combat rolls have the following levels: Cursed Cast > Normal Cast > Fated Cast
Most Important Action Change
Attack - Deal damage against a target in range. (This is the main crux. No more to-hit rolls unless the defender spends an Out of Phase Action to Avoid or Parry). because it messes up the pacing and flow of the fight. Mettle is already the pacing mechanic, and represents vigor and stamina. All attacks that reduce Mettle is, in the fiction, already forcing the enemies to duck and dodge and weave and parry.)
Cast - You usually need Techniques to perform spells. A spell will Action Costs, representing the number of Actions you must spend to perform an effect. By spending more Actions, you can fire off more powerful effects of your spell. If you run out of Actions in one Phase, you may keep casting and use your Actions in the next Phase to complete a Cast.
Interrupt
Interrupts trigger in response to something, but you perform them before a trigger.
Parry
When you are attacked by a physical melee attack,you may use this to make the attacker roll a d8. On a 5+, the attack still hits. On a 1-4, you succesfully evade parry the attack.
Avoid
When you are attacked by a melee or ranged attack, you may use this to make the attacker roll a d8. On a 5+, the attack still hits. On a 1-4, you succesfully evade the attack.
Opportunity Attack
When a combatant enters or exits a space adjacent to you, or makes a ranged attack while adjacent to you, you may deal damage to them, rounded down. Only Sentinels can use this. (Some Discipline Features allow for using full damage on an Opportunity Attack).
Flanking
While Flanking, you deal 1 extra damage to the Combatant you’re flanking.
Attacking From Elevation
While attacking against combatants in lower elevation, you have +2 to your Maximum Range and deal 1 extra damage.
Attacking Into an Elevation
When making ranged attacks against someone with an Elevation difference of 2 from your own Elevation, roll a d8. On a 5+, it hits. On a 1-4, it misses.
Cover
Half Cover - Attacking someone with Half Cover forces a d8 roll. Deal damage on a 5+.
Full Cover - Attacking someone with Full Cover forces a d8 roll. Deal damage on a 7+.
Conditions
All Conditions are swapped around to remove mentions of Boons and Banes. Vulnerable is removed. New Buffs are Accurate and Elusive.
New Discipline Features
Each Discipline now has an Expert Feature and a Mastery Feature.
Each Discipline will also have an Expert Feature, which you unlock when you gain 3 Techniques from that Discipline, and a Mastery Feature, which you unlock when you gain all the Techniques from that Discipline. You only get access to these Features when you are in that Discipline.
Mang-Aawit Changes
Defenses, Strike, and Magick are removed! Numbers are mostly the same, still playing around with that. Also, d20 Traits, d20 Special Abilities, and d6 Miss Triggers tables have been added!
New Discipline Art
New art from Dylan! Strife Awitan and Sundang Balaknon!
And much more! Please do check out the PDF!
Files
Gubat Banwa First Edition [LEGACY]
The Martial Epic Fantasy RPG
Status | In development |
Category | Physical game |
Author | makapatag |
Genre | Role Playing |
Tags | Fantasy, filipino, gubat-banwa, Medieval, Multiplayer, Narrative, Tactical, Tabletop role-playing game |
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