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xhupi
Moderator
Posts: 42

Hello Everyone, just a quick update, there is a fairly large update to several systems coming up this month that I wanted to share with you guys.

July 9, 2017 at 3:01 PM Flag Quote & Reply

xhupi
Moderator
Posts: 42

First up is the morale system changes that have been talked about here, on discord, and elsewhere.

Why is it changing?  Well for that you can check the official discussion thread, but the short version is that its pretty complicated and the numbers for it tend to be pretty harsh for low level characters.

How is it changing?  For starters, no more morale markers, morale checks, or even the morale phase!  Second, no more stacking bonuses and penalties! Morale is a resource that you can use to get bonuses (when positive) or can be used against you to cause nasty effects (when negative).  Morale is more strongly in the hands of leaders/speakers than the old system as well, and these characters can have a dramatic affect on fights, with the caveat that these powers are more action intensive than they used to be.  Several character and monster options have changed as well for this very different system. This new system is also really easy to add new options to which is making my work on Supplement 2 easier!  

What isn't changing?  You still have a morale level that you need to track in combat, you still have a morale bonus on your record sheet, which is still determined the same way (it just does something radically different).  

July 9, 2017 at 3:09 PM Flag Quote & Reply

xhupi
Moderator
Posts: 42

Second up, the crippling wounds system is getting a hefty overhaul.

Why is it changing?  Well right now there are two separate tables for crippling wounds, one for creatures (namely humanoids) and one for vehicles.  The creature damage is problematic for many of the stranger zerg creatures, and the vehicle table is one of a long list of vehicle specific rules that makes the vehicular combat system intimidating for new groups.

How is it changing? Single, universal wound table!  One set of wounds for everything in the game -- the results have been designed to function for characters, creatures, and vehicles.  The table is also easy to remember -- only 5 different wound types, each even spread across the table.  In this months newsletter to Patreon backers, and later on this forum we will have the quick conversion rules for how to change your character's existing ongoing wounds and disfigurements to the new system (its pretty simple).  Also some of the disfigurements have more explicit rules on what your treatment options are if you wanna go cheap with cybernetics instead of regeneration services.

July 9, 2017 at 3:19 PM Flag Quote & Reply

xhupi
Moderator
Posts: 42

Lastly, Vehicle Maneuvering is getting a new convenience overhaul.

Why is it changing?  Right now when piloting a vehicle, you have to keep in mind your current speed, acceleration, max speed, maneuverability, pilot bonus, and choose what types of turns to execute to get where you want to go.

How is it changing?  By adding more rules!  No seriously, this does actually makes things easier.  Basically you have two categories of speed when you are moving:

  • Combat speed lets you move like a character at up to double your acceleration rating in speed per turn
  • Cruising speed only lets you make minor course corrections, but for tactical level turning, you are stuck moving in straight lines outside of piloting extreme turn maneuvers
This new system basically aims to handle what the old maneuverability system did, but just with much simpler rules.  It is also worth noting that this is just the basic system, and much like the last edition, the Advanced Terran Training Manual will have advanced vehicle chase and dogfighting rules for games that want to use those mechanics.
July 9, 2017 at 3:29 PM Flag Quote & Reply

xhupi
Moderator
Posts: 42

So, that's the quick summary of the changes coming!  A longer write-up will be in this months backer newsletter, and the full rules and patch notes are being edited and should be out a little later this month. 

In the meantime, let us know what you think!

July 9, 2017 at 3:30 PM Flag Quote & Reply

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