[GB1E] 1.05
1.05 Changelog
Hey all! This came in a bit too soon for my liking, but there have been some glaring typos and clarifications that needed to be addressed. Following this actually is the first pass of balancing and tweaking after having run some games and getting a bit of feedback.
GENERAL RULES
- The Vajra Rule: Changed it so that spending a Thunderbolt Token turns a Non-Hit or Non-Defend into a Hit or Defend, before cancelling.
- Advancement has been tweaked: you get 2 New Techniques every Legend growth instead of 1.
CASTING THE CROCODILE’S TEETH
- Clarified that 10s count as 2 Hits even in drama mode.
GENERAL VIOLENCE
- HP has been tweaked across the board, a nigh universal +1 HP to almost every one. This mostly accounts for the vast variation in damage as well as the new Thunderbolt mechanic.
- Combat in general feels a bit too quick to the point that no one is able to take full advantage of their combat prowess. The HP is tweaked to allow for more meaningful combat choices.
- Clarified that Bleed and Fray inflict 1 Hit per stack.
- Clarified that one should be adding Sub-Objectives as possible.
- Fixed the instance of Vantage granting Sharpness. It should only grant +1d.
- Deflect now has the following text: Deflect [1]: Bank 1 Defend. If not used before start of your next Fulmination, it goes away. End your Fulmination.
- Fixed the Scenarios to be in line with the map size expectations. Changed the map size expectations to be 10x10 to 20x20.
- Clarified becoming Critical, please do read through it. Kadungganan must be defeated with a Deathblow and they cannot be defeated through non-Attack Hits.
- Clarified that Block does not stack, you simply take the highest instance.
DISCIPLINES
An important part here now is that there is the concept of Equipped Techniques: you can only equip to 10 Techniques at a time, +1 chosen Enlightenment. This is to coincide with the greater rate of Technique acquisition, and because I wanted people to get the Techniques that they wanted sooner than possible. Finally, this is so that half of a character’s progression isn’t tied to just a single Discipline (since they want to get the Enlightenment by getting all techs from that Discipline), allowing for greater freedom of mixing and matching.
All Disciplines have had their HPs tweaked. Most Sentinels now have 10, Mediums have 9, Raiders have 8, and Sharpshooters have 7, and Witches have 6, though there are some outliers (Headtaker for example has 7 HP.)
What follows is a list of balancing:
- BUWAYA LANCER: Draconic Majesty Stance no longer grants +1d to melee attacks while in the Stance.
- DEATH DANCER TRAIT: Heavy Handed Executioner now instead imposes -1 SPD, and Lightning Death now instead inflicts Dullness.
- HEADTAKER TRAIT RITUAL KILL: Now gives +1d instead of +1 Hit when attacking a Ritual Kill that already has Skewering.
- BLADEWEAVER: Dragon Whip’s range has been clarified.
- BLADEWEAVER: Musang Talon Mentala: Clarified that Greater Sharpness is a Boon
ANTING-ANTING
- VAIRAKAV’S WAR ATTIRE: Now gives +2 HP.
- CROCODILE TOOTH now has the following text: When an enemy would remove their last stack of Fray, inflicted by you, inflict +1 True Hit.
- HATRED AGIMAT: Changed the text to mean all enemies instead of all fighters.
ENEMIES
- Raiders now generally have 6/7/8 HP, and have +1 to their BRV.
- The generic Raider Trait Ambush now gives +1d instead of +1 Hit.
- Sharpshooters now generally have 5/6/7 HP.
- Mediums get 4/5/6 to their RES.
- The Baik Hu Warlord has been renamed Commandant.
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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