GB Patch 1 Errata 1 "GLORY IS AN ENDLESSLY RUSHING RIVER"


Patch 1 Errata 1 - "GLORY IS AN ENDLESSLY RUSHING RIVER."

Ohoy Kadungganan! For the most part, you can just download the PDF and apply changes. It’s mostly numbers and number tweaking, but no major mechanics (as promised). Below I talk a bit about dev thoughts.

A quirky lil’ balancing errata haha, turns out I’m really good at missing specific math, but this one is more correct and I fixed the math across the board (I’ve been working on these for the past week tbh). Thanks as always. If it’s any consolation, the scan is brought about because of me fixing the text (and transferring it into a doc file hoowee) to be sent over to Pam our editor.

For others don’t worry there’s no major mechanical changes or anything it’s all just clarifications and math fixes again (which, again, is just a matter of adjusting numbers on your sheet) to make sure everything works well.

I think one of my mistakes was balancing too hard on the Legend 12 end, which kinda gimped the math on the lower Legend sections. Thankfully with the adjusted numbers it works on both ends now and much better too. The new tunings also makes it so that getting too much damage from just boosting damage is often not a thing anymore, unless you get really lucky (which is good and fine). Additionally, even with the larger numbers, the snappiness doesn’t go away, and since the operating numbers (the ones we’re working with for Attack, Damage, and Defense Calculations) are smaller it takes a lot less math smarts to grok the game fully. 

GENERAL

  • POS Tuning. POS was incorrectly tuned with the quashing down of numbers. It’s more correctly tuned now, both Kadungganan and Enemy Sides. Both Musanghari and the Quickstart have been tuned accordingly.
  • Math Tuning. Most ranged attacks and most area attacks are now d6 and d4 respectively, taking into account their respective costing. With this, Busalian become particularly good at Area Attacks due to their Greater Spell Philosophy.
  • You can now Rally more than 1/Violence at the cost of spending Thunderbolts, however you no longer add +2 to the Defenses (that’s what Deflect is for). This is to account for the math (especially at higher legends) being mostly against the Kadungganan who must rely on Thunderbolts and their Discipline Mechanics to pull through fights.
  • Added the new TRAP Mantra: Trap Techniques put down an untargetable trap in the defined tile. The trap is prepared at the end of the riff that it is laid down. Mines can’t trigger until they are prepared.
    • As expected, all Beast Hunter STs get the Trap Mantra. 

DISCIPLINES

  • Most Disciplines were given a defensive Thunderbolt option. Sword Saints can Perfect Parry by halving damage, Mangangayaw can dance across the length of an attacker’s weapon by and then reposition themselves elsewhere, Murderglaves can summon tendrils of darkness, Warsmiths can decay their enemy’s weapons, Flower Balyan can dampen enemy blows by making flowers blossom from their weapons.
    • The balancing for this is that Defensive Thunderbolt options are rare, and Defensive Breaks have much better costing (Thunderbolts are also now important for healing more than once in battle, keeping damage and utility up and reinforcing roles, so the resource game becomes much more important). Additionally, the math of the game is stacked against Kadungganan so having choice for active defenses brings about more interesting usage of Thunderbolts.
    • Most importantly, the absolute juice of spending Thunderbolts for a martial counter.
    • So the common design (though this is not uniform across all the Disciplines to facilitate diversity) of the Philosophies is as follows:
      • Thunderbolt gainer with other passive effects.
      • Offensive Thunderbolt spend.
      • Defensive Thunderbolt spend.
      • Utility Thunderbolt spend.

BUWAYA LANCER

  • CROCODILE KNIGHT: Dragon Rage now does the following: When an enemy in your Lair makes an attack, you may spend a Thunderbolt afterwards to deal d8 DMG to them.
    • This is a more permissive counterstrike, so it “only” deals d8 DMG. This can be used even in attacks against you, actively making it a hard sell for enemies that are taunted by you. The goal is to make the Lair to be a blender.
  • Makara Presence now says up to 3 tiles.
  • DRACONIC CLASH (now DRAGON WRESTLES THE SPIRITS) is now just d8, but lets you slide 1! (You can collide the target with yourself if you want)
  • HARPOON (now KNIGHT LANCES THE WAVES)
  • FISHING ROD is now PIOUS FISHER REELS IN THE PREY.

KAWAL

  • Indomitable Shield. When you are forcibly moved or suffer a melee attack, you may spend a Thunderbolt to become immune against that forced movement or add +d6 to your Defense. 
  • 8 DIRECTION GUARDIAN: You can now also taunt enemies you deal DMG to, so even non-attack DMG from you can taunt them, as long as you have Thunderbolts.

MANGANGAYAW

  • MULTISTRIKE is back to being +d4s, wahoo (Martyr got their own schtick now).
  • KILLING STORM BLOWS now only upgrades the Violence Die to a d10 instead of d12 when the target is Staggered.
  • Bleeding Steel Monsoon’s Flurry now gives Wide Open on top of Debilitated.
  • 10,000 Vermillion Deathblows now has a Violence Die of d6, but now forces Dazed after the last attack. It now also has the following text: You cannot use this Technique again until the end of your next riff. It is also now the IV Signature Technique, swapped with Live Hand.

WARRIOR BALYAN

  • All of Warrior Balyan’s stances have been mitigated in size and the effect of Vanquishing Raja has been scaled down (a single Technique to give out three very useful Blessings is much too powerful in the newer action Economy).

DEATH DANCER

The Death Dancer’s direction is going more into relying on Chaining, and Afflictions for their Damage rather than flat damage boosters (Mangangayaw), big fuck off damage dice in exchange for uber risky play (Martyr), floating mark shenanigans (Headtaker) and superior movement (Heavenspear). To that end, most of the Death Dancer’s internal attacks have smaller Violence Dice to work with the fact that you’re supposed to be working with Afflictions as well as higher chance of Chaining, which works great with Merit.

  • BODY AS WEAPON: New Thunderbolt generation tech: When you end your riff and you’re adjacent to at least 2 enemies, gain a Thunderbolt.
    • Making an attack to gain a Thunderbolt felt too easy of a Thunderbolt gainer, and Death Dancer as a whole felt overturned. This new one emphasizes positioning and aggressive play again—which is core to the Raider identity.
  • SIKAD BULUSOK is now d10, without the extra riders it has for when the target is Wide Open (they don’t need it, as Wide Open is already pretty strong of an affliction, making it so that even a Sikad Bulusok with Combo Breaker will never miss).
  • Shattered now has the following effects: While the target is Shattered, all attacks against them gain Merit and are Unavoidable.
    • This works better than just +d12 DMG (which throws the damage range out of whack) as it also means a higher chance of Chaining (which lets you combo proc Ultra Combination!)
  • REMIND THEM OF MORTALITY now has the following text: When you make a melee attack against an enemy that has 1+ Affliction, spend a Thunderbolt afterwards to roll another Chain Die, even if you didn’t roll the maximum amount.
  • SEND GODS CRASHING now cleanses all afflictions after the attack and costs 2 Thunderbolts.
    • Send Gods’ Crashing effectively doubles the attack’s damage due to how the POS values are calculated according to Averages, so this is just a matter of pure costing.

HEADTAKER

  • Oningu Kadwa: Effect now happens even on a miss, to offset the lower Violence Die.
  • Puguot Matt now deals +2d4 if from Stealth.

TIGPANA

  • Ibalnong Pana Astra: Additional damage is now +2d6 instead of +2d8.

BEAST HUNTER

  • Batung Trap now also deals d8 DMG on trigger.
  • Balolong Trap now also deals d6 True DMG on trigger.

MARTYR

  • THE FURY: The Thunderbolt spender lets you add +1 to the Violence Dice (so spending 3 TBs adds +3 to the VD) which means you can proc Critical Attacks more often but also in general your offensive capability is based on your Violence Dice instead of damage adders like a real warrior.
  • DIVINE STRIVING: Running Amok now adds +d6 DMG to your attacks and +1 to your SPD, but you suffer +2d3 DMG from all attacks.
  • MENACING AMOK is now [d4] instead of [d12]. d12 for a Blast 3 Area Attack was frankly overkill, especially with the additional damage that the Martyr is able to do.
  • JURU PAKAL is now at 2d4 as well, to make sure its kept at an average number, to show off Martyr’s Violence Dice manipulation, and also to balance it out of the crazy Crushed affliction.

SARIMANOK KNIGHT

  • Muruga’s Budjak’s Cutting Winds now just inflicts +2d4 DMG.

STRIFESINGER

  • Singing Aura is brought down to 3, still huge but a more manageable size.
  • Litany of the Porcelain Lady: Now grants +d6 instead of RES to Defenses.
    • Adding stats to Defenses leads to some bloated numbers and math that makes it tricky to get past. 8 can be feasibly reached at Legend 3, which can mean ally Defenses can have up to 16 Defenses in a stat (if specced for Defense, most likely at Legend 3 they’d either have 3 in a Defense due to sticking to Offensive stats or 6 due to splitting it with an Offensive stat). This means So at minimum this is a 11 Defense. This is with the fact that the average enemy damage is calculated at 5+3+Legend, which causes the average damage to be 11 DMG against that high of a Defense. This means constant no-selling (or pinging of just 1 DMG constantly), which can be frustrating for Umalagad wanting to threaten their players with their fighters. Keeping it at a pretty juicy +d6 keeps it viable for Mitigation oriented builds while keeping it relatively low. (Now on average a Defense of 6 + 3 = 9 would bring the average damage to 2, and a max boosted stat can very well bring an Average Damage down to 1, but without the overkill Defenses, and this scales well since it scales with your Defense: a +d6 to your Defense is nothing to scoff at!)
  • Kulintang Field has had its scaling adjusted as well.
  • Seven Bulawan Agung’s War Agung Field now only adds +1 to Violence Dice instead of adding DMG. This makes attack more or less unavoidable and greatens the chance of Chaining and Critical Hits, while still keeping it a worthwhile damage booster. The Maintain now deals d8 DMG.

BARIL WITCH

  • Baladewa Whirlwind is now d4, but can be raised to 2d4 if the targets suffer an affliction.
  • Lantaka Psalm is now also d4, but can be raised to d6 if you’re Aflame and you can cleanse the Aflame as well. More importantly, it is now UNAVOIDABLE.

SENAPATI

  • Inspire Valiance. When you suffer an attack, spend a Thunderbolt to call your allies afterward: all allies within burst 3 of you may tumble up to 3 tiles.
  • Resounding Warlord Beat now grants Merit instead of a flat +d6 DMG.
  • Lightning Lord Style now also deals d6 DMG. 
  • Salandra Signals Violence now targets yourself and up to two other allies in burst 3. 

SWORD SAINT

  • Area Attacks are brought around to d4 as well. 
  • PASSIONFLOWER BLOOMING SWORD now deals d6 DMG and d6+FER on its Flurry. It now lets you move 6 tiles.

FLOWER BALYAN

  • Corpse Garden is edited a bit: 
    • Harvester: Spend 1 Thunderbolt to inflict d6 DMG to all enemies in all of your Fields, and then heal equal to the highest amount of damage dealt.
    • Steward: When an enemy makes a non-area attack against you, you may spend a Thunderbolt to summon flowers to burst from their weapon or their assault, buffeting the attack: inflict Demerit on the attack.

STARSHOOTER

  • Astral Volley: Now deals just Sipa Ball die number instead of +d12, to account for the costing of it being a non-attack and for it being true DMG. Additionally added the following text: You do not gain a Thunderbolt if you do this.
  • Astral Volley no longer has the Shove benefit (most of it is folded into Astral Drive anyway.)

HEAVENSPEAR

  • Unbound has been tweaked so that it lessens internal Thunderbolt generation (it had too much) while also making Unbound more about Merit instead of just a flat +d12.
  • Sky Rave was disproportionately dealing more damage than expected. It’s been changed to d6 and d4.
  • Heavenly Spear now does d6 Violence Dice.
  • Jamiyun Kulisa’s Vajra now has the balancing effect of “You become Wide Open and Debilitated afterwards” to discourage every riff spamming of the Technique.

MENDER

  • Rumsua Palm now has a d8 Violence Die.
  • Removed Attack from Remedy.  

WARSMITH

  • Updated Preservation and Annihilation. 
    • Preservation: After you or an ally in burst 2 of you suffers an attack, spend a Thunderbolt to push the attacker up to 3 tiles.
    • Annihiliation: When you suffer a melee or ranged attack, you may spend a Thunderbolt beforehand to decay their weapon with a quick weapon kata: reduce their DMG by d6.
  • SUBAHADRA GADA is now an area attack that deals d4 + FER DMG in Blast 2.

ANTING

  • Wicked Panabas: Minimum damage is now 2/3/4.
  • Lunar Taming now lets you add +d6 when suffering attacks while flanked.
  • Gold Jewelry Armaments is now “Add +d6 on a Critical Hit.”

OTHERS

  • Similarly tweaked Enemy POS.
  • Tweaked a bunch of 

Files

Gubat Banwa 1e Patch 1 Errata 1 (12.12.2024).pdf 51 MB
Jan 12, 2024

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