Martial Overhaul


Martial Overhaul

Hello, it's me again! It's been a while since the last update, but I've been hard at work on this new update with loads of help from my friends! Unfortunately I'm still a senior in college so I had to pause any progress I had at the time to take care of school stuff, buuuuut now that that's over I am back to bring you the Combat Overhaul! As a whole I've had a lot of fun writing this update with my co-devs, so I'm really excited to see how this update changes the game for both the GM's and the Players!

Combat Overhaul

  • Martial Rework:
    • Attacks now grant Focus on a success. This makes it so that there are now TWO ways to gain Focus.
    • Masteries:
      • Extra passives that share the same slots as your known Signature Spells.
      • This further incentivizes making semi-caster Planeswalkers.
    • Skills:
      • Tiered 1-5 and cost as much Focus as its Tier
        • Costs as much EXP to learn, but can be upgraded thrice for 1 EXP of any color each
      • Require no roll to use, but have a condition to activating it
      • Consider them like quick-time events in video games
        • Essentially, meet their condition -> pay Focus -> resolve effect.
    • Commands:
      • Now aren't considered Spells or Skills. Whether the effect is part of a Spell or Attack depends on if you use the Command Spell over Command Strike or vice versa.
    • Other Changes
      • Signature Spells only have 3 Slots and they are shared with Masteries
      • Commands only have 2 Slots max
      • Spells and Skills now have to be "prepared" -- 5 at a time at Lvl1, up to 8 at later levels

Other Rulebook Changes

  • Favor renamed to inspiration, and now has 3 points instead of just 1.
    • More roleplay, more inspiration, more fun!
  • Damage Die upgrades cost 2 EXP now instead of 3
  • new Outside Combat:
    • new Stamina - A way to keep track of the ingame passage of time (NOT the exact time of day)
    • Rests given more details especially with regards to its interactions with Stamina
    • Added Job Actions that are associated with Trade Tools
  • Archetypes:
    • Bard Passive 1 changed. (The Focus gain was too strong)
    • Starting Inventories Updated
    • Passives named.
    • Max Load is now a consistent 10 modified by BDY
    • All Damage dice lowered (to make way for raising damage die as a level up option)
    • New Archetype: Speedster
  • Tags:
    • Most Tags overhauled
    • new keyword: Enfeeble - stops healing.
    • new Status: Exhausted - Action rolls are also modified by current Stamina
    • new Keywords: Tick and Turn - simply: Tick triggers and counts duration every turn, while Turn only counts the Combatant's turns
    • Shapeshift removed
    • Regenerate no longer needs the bearer to not move to trigger the heal
    • Versatile Keyword granted a two-hand bonus
  • Items:
    • Added New Items
    • Added more mechanics to the profession-based items like Smith's tools
    • Shortsword, Longsword and Spear given Finesse
    • Longbow and Shortbow given Two-handed
    • Items given Coin values

Spell Changes (Compendium)
Note: Changes to the Compendium were taking a while, but the Database has instead been updated and will be the reference for the Abilities for the time being. This will work like the Planeswalker Sheet (make a copy then filter and sort as you please). It'll need to be copied again after each update, but that's the best I could do for now, please bear with it ^^"

  • Concept Tiers reduced to 1-3 (4 and 5 still exist but they're not part of Concepts anymore)
    • As a result most Concepts have received reworks if not numerical tweaks (too many have been changed to include here)
  • Other notable Changes:
    • Reparation and Regenerate's Regen values buffed
    • Savagery Removed
    • Area Mastery removed
    • Multi-Target Mastery removed
    • Artifice Concepts given Command Effects

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