[GB1E] 1.06!
1.06 Changelog
Here’s a number of tweaks and balancing changes! Nothing has changed fundamentally, a large number of clarifications and tweaks. There might be some that I missed as well, as I worked on the PDF, so feel free to recheck as needed!
Number Tweaks
Making an Attack immediately inflicts 1 Hit, before even rolling Attack Teeth. This is to cement Attacks as the main form of inflicting damage, as currently Collision and non-Attack Hitting and such is a better way of inflicting Hits instead straight up attacking as that risks a Violence Cast. A Violence Cast should be the main way to deal attacks. Of course, Deflects will still cancel this out.
HP has been raised because of this appropriately, which should also help fights hit the target Strike 3 average that the game targets.
Additional tweaks
- Replaced all mentions of Techniques-as-actions with Beats
- Changed the starting spread of Alignments to [4, 3, 3, 2, 2] and removed the “collect 2 + Alignments” part of Casting the Crocodile’s Teeth to make everything more uniform and clear.
- Also corrected an error in the Alignments section in the Kadungganan Chapter: growing in Legend raises Alignment by just 1.
- You now start with 1 Honor instead of 0.
- Changed the Honor to spend table. Instead of rolling “1d4, 2d4, 3d4” depending on the likelihood of someone doing something for you, you now spend “1d4, 1 + 1d4, 2 + 1d4”
- Pulled back a change: Bleed and Fray now just inflict 1 Hit no matter how much you have stacked on a fighter.
- Removed Bane and just replaced instances of Burn with Fray.
- Juggle now has the following text: All attacks against you have Sharpness, and you lose all Stances and cannot take new ones. Previous Juggle was too strong considering the math of the game.
- Stealth also now makes one not a valid target for melee or ranged attacks or effects.
Combat
- A note on Solo Play Combat has been put into the Violence section on p. 67, fpr action economy concerns.
- Harder fights now have a Violence Score of (N x 2) + 1.
- Ability Mods are gone, replaced by a simpler Ability Up (Boon) and Ability Down (Bane), which just adds +1. Any effects that modify Martial Abilities are more unique effects now. Additionally, cleared up the wording of Status Effects: they just have durations now, and their Durations stack. End of Fulmination has you ticking down Durations of all Banes. This is to avoid confusing interpretations of effects that trigger off of “inflicting Banes” etc. Durations all now have their durations listed within parentheses ie. Sunder (2).
- Changed the usage of “X Targets” into just “X Fighters” and put in a clause that says that Objects can be targeted like Fighters. X Targets can seem kind of confusing wording-wise.
- Changed Elevation to be max +4/-4.
- Tweaked Chance Die: it’s now a single d10 instead of percentiles.
- Chasms now have the following text: A square that is lower than -4 Elevation. When moved into a Chasm, roll a Chance Die. On a 2+, you suffer Unbalance and then end up in a square adjacent to the Chasm instead. On a 1, you are Removed From Play instead and return to a square adjacent at the start of the next Strike.
- Hazy Terrain now has the following text: All fighters in Hazy Terrain cannot be targeted by attacks or effects save for all those within close range of them. Hazy Terrain is removed if the square or targets within the square suffer an Air Attack.
- Water Terrain now has the following text: If the square or a target within water terrain suffers a Water Attack, the water terrain becomes Frozen Terrain.
- Frozen Terrain now has the following text: If you suffer a fire attack while on Frozen terrain, you suffer +1 Hit and then the frozen terrain becomes difficult terrain.
- Table has the following cleaned up text: A Size 1 object that can be pushed around, colliding with other fighters. Spend 1 Beat while adjacent to a table to flip it on its side and make it a wall.
- Trees have the following text: Trees are Size 1 Objects with +2 Elevation, and are considered Blocking Terrain. Once it is destroyed, choose a Line 3 in a direction away from the attacker (the attacker or the Umalagad chooses) and the tree slams down there, inflicting 1 Hit and Unbalance on all fighters in the Line. The tree disappears afterwards.
- Dangerous Terrain now just has the following text: Entering dangerous terrain reduces your HP by 1.
Enemies
- Fixed Typos
- Witches have their Gambit table fixed! Should be a proper spread now.
Discipline Balancing
- Added this to the Discipline Techniques: “Finally, any thing that isn’t an attack in a Technique is immediately applied without rolling, and are considered that target’s Effects.”
Buwaya Lancer
- Inflict Violence: Fishing Rod now has the following effect: Choose a fighter in range 3 and slide them up to 2 squares.
- Dragon Lair Creation Pamaagi: Now has the following text changed into: “You cannot bring a square past -2 Elevation this way.”
Kawal
- Perfect Lokapala Shield now targets just enemies, is scaled down to Burst 1 and has the new text: Any enemy that enters your lokapala aura has their movement immediately ended and they cannot leave your aura until the end of their Fulmination.
- Lakapati Guardian now has the following text: When an enemy in your Lokapala Aura that rushes or makes an attack that does not include you or another fighter that has a Lokapala Aura, inflict 1 Hit on them. Once per enemy per Fulmination.
- Gajasangkra’s Meditation now has the following text: When you are forcibly moved, roll a Chance Die. On a 7+, you ignore that forced movement.
- Krishawisu’s Hammer now has the following effect: Spend 1 Beat to unleash a staggering blow: Make a Melee Earth Bravery Attack vs 1 adjacent fighter, inflicting BRV-1.
- Kedatupatya’s Imposition: Now has the following clarified text: “…inflict 2 stacks of Provoke on a fighter in range 4. “
- +1 Beat: “Inflict Provoke on all fighters in burst 3.”
- Rudrakasha’s Vow: Added that one cannot suffer any effects from other fighters as well.
Mangangayaw
- Bloodlust: Bloodlust costs have been lowered, starting at 1+.
- Open Up (IV): Now inflicts Eviscerate instead of Unbalance.
- Bleeding Steel Monsoon has been revamped: Spend 1 Beat to raid! Choose 1 fighter that you can see, then Stride. You must end the movement at least 2+ squares away from where you started, and you gain Eviscerate (1). Then, if within range, you may inflict violence on the chosen fighter. End your Fulmination afterwards. +1 Beat to not suffer Eviscerate. +1 Beat to be able to Rush 1 after the attack.
- Demon Fire Pamaagi has been revamped: Spend 1 Beat to light your blade aflame: take on the Demon Flame Stance until the end of your next Fulmination. While in Demon Flame Stance, when you roll a 10 on your Attack Teeth, roll another Attack Tooth. +1 Beat when you take the Stance to gain SPD Up while in the Stance. +1 Beat when you take the Stance to also inflict Fray (1) per Hit after Defends.
- Clarified that you can only have 1 Live Hand token at a time.
- Sinawali Anyo has been revamped as it has too similar of an effect to Sword Saint’s Passionflower Dance: it is now Deluge Kalis with the following effect: Spend 1 Beat to strike with lightning-breaking speed: rush 2, moving through enemies. If you move through a single enemy, make a Melee Air Bravery Attack against them, then inflict Juggle (1). +1 Beat to rush 1 after the attack, kicking off of the target. +1 Beat to slide 1 the target, supreme control of their feet.
- Thundering Stomp now inflicts POS Down (1) instead of Juggle.
Sword Poet
- Shield of Swords: Clarified the following text: “+1 Beat to make it so that when you Stride, you may teleport 2 instead while in the Stance.”
- Naga Song Exhuberation: Clarified that Dragonsong is a Bane.
- Ceaseless Rhythm: “Comboes” is replaced with “Flows into”
- Final Kandu: Spending a Saga Token now has the following effect: “…consume the Saga Token to cancel the attack against you, and you can inflict violence on the target, inflicting Provoke.”
Warrior Balyan
- War Dance now has the following text: Spend 1 Beat to dance the Trance Dance. You are dancing until you fall to 0 HP or suffer Stun, Daze, Unbalance, or Juggle. While dancing, you are channeling the ancestors: all allies in burst 1 of you have BRV+1 and FTH+1.
- +1 Beat to increase the range to Burst 2.
- +1 Beat to increase the benefit to BRV+2/FTH+2.
- Naga Nature Pamaagi now has the following effect: Spend 1 Beat to summon a naga and turn any unoccupied square in range 3 into water terrain. All allies adjacent to the chosen square gains FTH+2. +1 Beat to heal 2 all allies adjacent to that water terrain.
- Blessing of War now just gives +2d. Also clarified that Blessings cannot stack.
- Minor Glory, Transcendent Unity: Now has the following effects: “When you are attacked, roll a Chance Die before the Violence Cast. On a 10, you cancel the attack against you completely.” And the active aspect has the following clarification: “…Any time you attack a target or inflict hits on them, heal them per hit instead.”
Death Dancer
- Has the most substantial tweaks, please refer to the PDF (though mostly just the Traits).
Warspeaker
- God Mantras Have been tweaked. Please refer to the PDF
- Biting Commands has updated text: “Whenever you forcibly move an enemy, inflict 1 Hit on them, once per enemy per Fulmination.”
- Techniques: “Butterfly Words Style”, “Fey Buddha Glossolalia”, and “Ferocity Mantra”, now have tweaked wordings so that it matches the rest of Technique formatting.
Beast Hunter
- Canine has been tweaked.
- Bleeding Shot now has the following text: Ranged Earth Bravery Attack vs 1 fighter in range 5, inflicting Bleed (2). Your pet may inflict Fray (1) on an adjacent fighter.
- Balatik Trap has the following text: consume and activate a balatik trap: choose a square in range 5 as the origin point for a Line 6. All enemies in the line suffer 1 True Hit, SPD Down (2), Bleed (2).
- Added the following text to Pit Trap: “…Cannot bring an Elevation below -2 in this way.”
- Tiger Hunting Stance now ends on suffering forced movement and now has the following text: Inflict Eviscerate (2) on a single fighter in range 3 when you take on the Stance. While in this Stance, you and all your summons and pets ignore difficult terrain.
Sarimanok Knight
- Removed the Status Cleanse from traits, moved it to a specific Inflict Violence
- Rainbow Javelin now has the following text: Melee Air Bravery Attack vs 1 adjacent fighter, then cleanse 1 Status or Ability Mod from self.
- Smites now must be consumed to use their effect.
- Sarimanok Flight now has the following text: Melee Air Bravery Attack vs 1 adjacent fighters, inflicting Juggle (1) per 8+.
Martyr
- Strike 3 of Death Trance now has the following text: Glory To God. You gain +1d to all attacks for the rest of violence, but you lose all Defenses: your POS/RES become 0 and cannot be modified.
- FAITH UNENDING’s augment is modified: +1 Beat to strike with overpowering strength: every 8+ on your next Attack’s Attack Teeth either inflicts 1 Hit on an adjacent target or turns an adjacent square into difficult terrain.
- CRESCENT CLEAVING INTO THE EARTH: Added the following clause “Inflict 1 Hit to each fighter in the Path.”
Strifesinger
- Protective Song now has the following text: For 1 Beat, give 1 ally 1 Defense on the next attack against them.
Senapati
- Blade Chief Command now has the following text: Spend 1 Beat to give BRV Up (2) to yourself or a single ally in range 3.
- Spend 2 Beats to give BRV Up (2) to yourself and all allies in burst 3.
- Spend 3 Beats to give yourself and all allies in the battlefield +1 to BRV until the end of Violence.
Sword Saint
- IV Archangel Cutting is reduced to range 4.
- Sidereal Rosary now has its own unique tether wording instead of depending on Mark.
Starshooter
- Ratu Receive now has the following text: Spend 1 Beat to take raise your feet and ready: take on the Receiving Stance until the end of Fulmination. While in this stance, you have SPD+1 and Stability, and any ally can target you to make you the origin square of any ranged attack that has a target with range, giving the ranged attack +1d.
Warsmith
- Warsmith Traits have been tweaked! Materiel is more potent now and is mostly used outside of the Three Beat action economy. You also start with Materiel and can use it to immediately raise or lower an Elevation.
- Clarified the Passive effects of the Manifest The God Body (it applies for the entire fight)
- Wield the Hammer is changed into the following: When you forcibly move an enemy or inflict Stop or any SPD modifier onto them, gain Block 1.
- Blood Shatters The Earth now has the following text: Spend 1 Beat to strike down with a hammer: make a Melee Metal Bravery Attack vs 1 adjacent target, inflicting Knockdown. While knocked down, they cannot move voluntarily and suffer -1 to all defenses. They must spend 1 Beat to stand up, removing Knockdown.
Anting-Anting
The following Anting-Anting now have the following texts:
- Steel Taming: You start every Violence with 2 Steel Charges. When you suffer a Faith Attack, you can consume a Steel Charge to use POS instead of RES against it.
- Interlinked Gold Chain: You start every Violence with 2 Gold Charges. When you suffer a Bravery Attack, you can consume a Gold Charge to use RES instead of POS against it.
- Balyan Vajra-Bell: Once per Fulmination, when you heal a fighter, gain +1d on your next attack.
- Godtree Kalasagdagko: When rolling POS, you gain Defends on 5+ on your Defense Teeth.
- Sorcerer Talisman: When you spend 2-3 Beats in a single Technique, gain Stability.
- Naga Maw Periapt: Whenever you make Faith Attacks, you gain a Dragon Token. When you reach 3 Dragon Tokens, you gain a Dragon Install. You can spend the Dragon Install when you make any attack to immediately make one die into a 10.
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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