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MGCYOA

AMGC Changelog

Jul 31st, 2016
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  1. Ver 1.15.1
  2. - Fixed accidentally assigning Underdeveloped's stat bonuses to Overdeveloped.
  3.  
  4. - Moved how to read abilities to the front and re-arranged it to (hopefully) be clearer.
  5.  
  6. - Added some page references for aid in navigation.
  7.  
  8. - Reworded a few perks with specifics in fluff text taken from the CYOA to be less specific.
  9. The intent was to, alongside with specifying the fluff text to be non-binding, give a
  10. guideline rather than enforce some arbitrary limits. Unfortunately, this backfired.
  11. Specifics originally kept in AMGC that were given better fluff descriptions still remain.
  12.  
  13. - Re-adjusted A Way Out fluff to have any connection at all to its mechanics.
  14.  
  15. - Interdimensional Tourist attack dice raised to 10 (from 8) to comply with the base dice
  16. change.
  17.  
  18. - Wrote in that defenses can partially work against an attack even if they don't fully
  19. succeed. Somehow, I managed to forget this.
  20.  
  21.  
  22. Ver 1.15
  23. [Basic Mechanics]
  24. - Rolls are made with a base 2 dice.
  25. (12 yes, 2 no)
  26.  
  27. - Specializations no longer grant stat bonuses. Instead, if you would have gained the bonus,
  28. you receive +4 stat points to be distributed as you choose.
  29. (13 yes, 1 no)
  30. (9 for Specialization, 2 other)
  31.  
  32. - Increases to the Aid Another bonus are now worded as relative changes rather than replacements.
  33. (14 yes, 0 no)
  34.  
  35. - Surprise Rounds are now defined as occurring when one side initiates combat while the other
  36. is unaware. Each combatant in the Surprise Round can take a single action total; following that,
  37. initiative is rolled as normal.
  38. (14 yes, 0 no)
  39.  
  40. - Pursue reverted to an AGI-based roll.
  41. (7 yes, 5 no)
  42.  
  43. - Disengage is now an Other Action. Boosts to Defensive rolls apply to it.
  44. (12 yes, 0 no)
  45.  
  46. - 'Concession' narrative mechanic added, based on the same thing from the Fate TTRPG.
  47. (11 yes, 0 no)
  48.  
  49. [Powers]
  50. - Killing Blow's defensive penalty now lasts for half the multiplier in rounds, rounded up.
  51. (15 yes, 1 no)
  52. (12 for Round Up)
  53.  
  54. - Prime of Your Life's increased stats explicitly give resources that are used before your
  55. normal counts.
  56. (13 yes, 2 no)
  57.  
  58. - Prime of Your Life's activation changed to being a free action.
  59. (9 yes, 0 no)
  60.  
  61. - Regeneration's optional healing now spends 1 MP for +1 HP, reduced from 2 MP.
  62. (13 yes, 2 no)
  63.  
  64. - Scrying gains the following ability, used at the cost of 1 FP:
  65. "At the start of each encounter, roll 7d10. Once during that encounter, after
  66. seeing the result of any roll, you can replace that roll with your previous
  67. 7d10. Any success bonuses such as FP still apply."
  68. (7 yes, 3 no)
  69. (4 for Keep Old Bonus, 2 other)
  70.  
  71. [Weapons]
  72. - As an action, characters with two weapons (Gold option) can make one attack
  73. from each weapon at a -1 die penalty to both.
  74. (8 yes, 1 no)
  75.  
  76. [Perks]
  77. - Blood Magic now cannot pay for abilities that directly regain HP.
  78. Indirectly regaining HP as part of the same ability, such as lifestealing, is allowed.
  79. (16 yes, 1 no)
  80.  
  81. - Dual Weapon can now swap between types as a free action, once per turn.
  82. Doing so applies a -1 penalty to your next attack with the weapon after
  83. swapping.
  84. (8 yes, 4 no)
  85.  
  86. - Defender (perk) now allows maintaining cover on +1 ally as a free action.
  87. (14 yes, 2 no)
  88.  
  89. [Other]
  90. - Guidelines for combat preparation added.
  91. (11 yes, 0 no)
  92.  
  93. - Inherently inclusive flavor text on the nature of magic added.
  94. (7 yes, 2 no)
  95.  
  96. - PDF redesigned for streamlining, readability, and filesize optimization.
  97. (9 yes, 2 no)
  98.  
  99. [Clarifications]
  100. - Melee All-Out defensive debuff explicitly lasts for the round after use.
  101.  
  102. - Coin amounts for new characters are clearly defined at the start.
  103.  
  104. - Other Attacks explicitly roll with the weapon they're preformed with.
  105.  
  106. - Pin Down's mechanics explicitly declare breaking out does not take the
  107. penalty from being Pinned Down.
  108.  
  109. - Teleportation's reactive option no longer references 'action'.
  110.  
  111. - Increased focus on that the initiator of an action wins ties by default.
  112.  
  113. [Failed Votes]
  114. - 'One Trick Pony' perk not added.
  115. (2 yes, 11 no)
  116.  
  117. - Regeneration does not lose its MP recovery.
  118. (2 yes, 11 no)
  119.  
  120.  
  121. Ver 1.14.1
  122. - No actual changes, just correcting stuff that wasn't put in properly.
  123.  
  124.  
  125. Ver 1.14
  126. - Magical Missile's damage increased to 2.
  127. (18 for, 0 against)
  128.  
  129. - Disarm allows target to re-arm and attack in the same action at a -2 penalty.
  130. (11 for, 3 against)
  131.  
  132. - Perception changed from a d20 roll to an Exalted-style roll with 4 base dice,
  133. which now counters Hide rolls.
  134. All options with +5 Perception instead give +2 dice; options with +10 give +2 successes.
  135. Options that give less than +5 Perception should be considered to give +1 die.
  136. (13 for, 1 against)
  137. (3 base dice: 2 for, 5 against)
  138.  
  139. - Pursue is now its own dedicated roll using the higher of AGI or STR. Opposes Disengage
  140. and Flee. Any effects only boosting Pursue vs. a certain type of roll still only boost
  141. that type of roll.
  142. (11 for, 1 against)
  143. (Allow VIT: 6 for, 11 against)
  144.  
  145. - Fatigue for repeated move actions not added.
  146. (Restrict: 6 for, 6 against, 1 abstain)
  147. (Penalize: 0 for, 8 against)
  148. (VIT scaling: 4 for, 3 against - requires one of the above to pass)
  149.  
  150. - AMGC combat overhaul proposal ( https://titanpad.com/MWw4SHwvqg ) remains out for testing, and
  151. may receive its own vote at a later date.
  152. (3 for, 11 against)
  153.  
  154. - Bronze coins can add +/- 1 to a perk roll. All uses of bronze coins that add or subtract
  155. now loop.
  156. (18 for, 1 probably for, 0 against)
  157.  
  158. - Silver coins can swap two perks with any two others instead of one.
  159. (13 for, 2 against, 2 abstain)
  160.  
  161. - Dual Weapon now adds one stat from the weapon's second type like the CYOA. Stats do not
  162. change when swapping between weapons.
  163. Also, prevent Precision on dual weapons, because it slid in as part of this rather
  164. than getting a separate choice.
  165. (16 for, 0 against, 1 abstain)
  166. (Counts as both modes for spells: 5 for, 9 against)
  167.  
  168. - Monstrous Metamorphosis now provides +1 STR or VIT passively.
  169. Also, lower the chance of losing control to about 30%, because it slid in as part
  170. of this rather than getting a separate choice.
  171. (11 for, 5 against, 1 abstain)
  172. (20% control loss rate: 2 for, 10 against, 1 shitpost that's probably no)
  173.  
  174. - Natural Aging now provides +2 Mana.
  175. (14 for, 1 against, 1 abstain)
  176.  
  177. - Martial Training now provides a +1 die bonus to perform Pin Down actions.
  178. (11 for, 2 against)
  179. It also provides a +1 bonus to resist Pin Down actions.
  180. (Defense boost: 8 for, 1 against)
  181.  
  182. - Fated remains unable to interact with Fortune Points.
  183. (5 for, 7 against)
  184.  
  185. - Fix-It Band-Aids now recover one of: "1 soak, 2 HP, 2 MP" instead of 1 of any resource.
  186. (12 for, 2 against)
  187.  
  188. - Memory Link allows learning a spell from another character, once per day, which lasts
  189. for one casting. All prerequisites apply as normal.
  190. (8 for, 5 against)
  191.  
  192. - Astral Projection has no distance limit but can be blocked by magical wards.
  193. (9 for, 3 against)
  194. It also permits crossing into other realms in spirit form.
  195. (8 for, 1 against, 1 abstain)
  196. It does not allow draining resources.
  197. (0 for, 12 against)
  198.  
  199. - #&$*?!? does not allow silencing enemies.
  200. (Free action: 2 for, 12 against)
  201. (Normal action: 6 for, 8 against, 1 disconnect before the vote could be finished)
  202.  
  203. - Blood Magic remains as is.
  204. (2:1 HP:MP ratio: 3 for, 11 against, 1 abstain)
  205. (Action to convert HP to MP: 4 for, 6 against, 1 abstain)
  206. (1:1 ratio that reduces HP to regain MP the next turn: 1 for, 7 against, 1 abstain)
  207.  
  208. - Mystic Artifact's defensive bonus is not reduced by 1.
  209. (4 for, 6 against, 1 abstain)
  210.  
  211. - Big Backpack and Hammerspace Handbag remain as normal, and are not fused.
  212. (2 for, 12 against, 1 probably against, 1 abstain)
  213.  
  214. - Ojou-Sama and Money remain as normal, and are not fused.
  215. (0 for, 15 against)
  216.  
  217. - Watcher perk slated for removal. It will remain in until a replacement is chosen or the decision
  218. is reversed, whichever comes first.
  219. (10 for, 6 against)
  220. (Refluff if not removed: 11 for, 0 against)
  221.  
  222. - Closure remains unremoved.
  223. (4 for, 12 against, 2 abstain)
  224. It is slated to gain bonuses against detection via Third Eye or Scrying. It will remain as is
  225. until any mechanics are chosen for this or the decision is reversed, whichever comes first.
  226. (4 for, 3 against)
  227.  
  228. - Fake Parents remains unremoved.
  229. (1 for, 15 against, 2 abstain, 1 disconnect before the vote could be finished)
  230.  
  231. - Mirror Move now clarifies the reflected attack does not have to be successful against the user.
  232. (14 for, 0 against)
  233.  
  234. - Aerodynamic now gives +2 to Dash instead of +1.
  235. (12 for, 0 against)
  236.  
  237. - Duelist now gives a +1 bonus to the first attack made next turn after parrying successfully.
  238. Once per round.
  239. (10 for, 2 against)
  240.  
  241. - Master of Battle now provides access to Unarmed One-Two, Trip, and Dash.
  242. (13 for, 2 against, 1 disconnect before the vote could be finished)
  243.  
  244. - High Ward now gives a +1 bonus to the first attack made next turn after sundering successfully.
  245. Once per round.
  246. (11 for, 0 against)
  247.  
  248. - Precision remains as is.
  249. (Dash STR/spell stat AGI: 5 for, 8 against)
  250. (Defender can shield: 2 for, 9 against)
  251.  
  252. - Empowered removed.
  253. (6 for, 4 against)
  254.  
  255. - Recoil does not gain an additional +1 to Disengage.
  256. (6 for, 6 against)
  257.  
  258. - Quickdraw now also gives +2 to Initiative.
  259. (11 for, 1 against)
  260.  
  261. - Good Fortune now restores 1 FP per 4 turns.
  262. (10 for, 1 against)
  263. (1/3 turns: 0 for, 5 against)
  264.  
  265. - Shielder now also gives +1 MP.
  266. (13 for, 0 against)
  267.  
  268. - Lucky Charm does not have its bonus to FP reduced by 1.
  269. (1 for, 11 against)
  270.  
  271. - Quick Dash keeps its Disengage bonus.
  272. (4 for, 5 against)
  273.  
  274. - Determination remains a standard enhancement rather than being automatic.
  275. (2 for, 12 against)
  276.  
  277. - Hammerspace now actually does anything.
  278. (11 for, 1 against)
  279.  
  280. - Killing Blow remains a standard power rather than being automatic.
  281. (1 for, 14 against)
  282.  
  283. - Tentacles remain untargetable.
  284. (4 for, 7 against, 1 abstain)
  285.  
  286. - Third Eye and Scrying do not have any swapped functions.
  287. (3 for, 7 against, 1 abstain)
  288.  
  289. - Avatar allows casting at up to MAG 8 for all specs, but does not allow using other specs' passives.
  290. (10 for, 1 against)
  291. (4 at 12: 4 for, 5 against)
  292.  
  293.  
  294. Ver 1.13 (Post-Tuner)
  295. - Tuner perk removed
  296. - Living Weapon perk added
  297.  
  298.  
  299. Ver 1.13
  300. - (Updated after discussion in chat as well as on https://titanpad.com/1-13ReleaseCandidate)
  301. - Minor formatting changes.
  302. - Fixed various typos.
  303. - Removed a section of old front-page banter.
  304. - Clarified the Bronze option for powers.
  305. - Clarified the Bronze option for perks.
  306. - Clarified the Defensive Rolls that work against Unarmed attacks.
  307. - Determination clarified to operate once per encounter.
  308. - Removed Cup and Coin as a safe zone per Wander's request. Replaced it with the Prisma Lantern. :)
  309. - Clarified interaction between Nullification and Twin Soul.
  310. - Removed the second Twin Soul getting an extra power of their own.
  311. - Clarified interaction between Nullification and Duplication.
  312.  
  313. - Voted and Done:
  314. - Removed option to use VIT to attack with mundane weapons.
  315. - Removed option to use MAG to attack with mundane weapons.
  316. - Beast LCK bonus switched to AGI.
  317. - Shield defends against Ranged attacks.
  318. - Disengage can now be opposed with either STR or AGI rolls.
  319. - You may not take a move action and disengage on the same turn.
  320. - Avenger clarification.
  321. - Switched Twin Soul and Familiar.
  322. - Changed Familiar.
  323. - Combined Allies and Big Friends into a single perk, Ally.
  324. - Added Power Artifact.
  325. - Overcity Shift buff.
  326. - New weapon enhancement: Precision weapon
  327. - Overhauled hardlight.
  328. - Cover buff.
  329. - Added a new VIT defense roll, Tough It Out.
  330. - Added a new protective action, In Your Face.
  331. - Pin down handled all at once, only one roll to defend.
  332.  
  333. ***
  334. - References to "retreat" replaced with disengage.
  335.  
  336. For this change I felt it was best to pay attention to context and avoid obvious redundancy. For example, we see in the Ranged Recoil section of 1.12 that a bonus is given to disengage and retreat. It's obvious that the second bonus is not intended to apply to disengage, but rather flee. Therefore I went with flee. I then extended that to the parallel bonuses of Aerodynamic.
  337.  
  338. Overall, on a more careful reading of instance I felt that almost every one was actually intended to refer to flee. I am open to community disagreement on this; I'll change them all to disengage if people really want me to. However, I'm confident that other careful readers will come to the same conclusion.
  339. ***
  340.  
  341. - Not Done:
  342. - Remove Tuner Perk (Because I'm waiting for a replacement to be decided on. When that happens, I will release a 1.31 update.)
  343.  
  344.  
  345. Ver 1.12
  346. - Training perk reworded for clarification
  347. (5 for, 0 against)
  348.  
  349. - Wood spec renamed to Plant for consistency
  350. (5 for, 0 against)
  351.  
  352. - Corrupted characters can still purify.
  353. (3 for, 2 against)
  354. This change had every right to go through, but I don't feel comfortable with going forward with it without more
  355. of a support ratio due to the narrative impact on players. Consider my vote switched from for to against for now;
  356. I'm working on the overhaul Wander mentioned wanting in his comments. - Zene
  357.  
  358. - Leitmotif now gives +3 automatic successes to one attack per encounter.
  359. (5 for, 0 against)
  360.  
  361. - HP remains unchanged.
  362. (2 for, 3 against)
  363.  
  364. - Standard Recharge no longer prevents the use of Shield. Double Recharge no longer prevents the use of spellcasting.
  365. (4 for, 0 against, 1 suggestion)
  366.  
  367. - Mana Channel now allows giving up to 2 of your mana to an ally when aiding rather than being its own action.
  368. (4 for, 0 against)
  369.  
  370. - All artifacts are now explicitly free actions to use, OpT. Healing Artifact's MP:HP ratio changed to 2:3.
  371. (7 for, 0 against)
  372.  
  373. - Out-of-costume stat bonuses carried over from the CYOA and partially integrated with AMGC-exclusive perks.
  374. (5 for, 0 against)
  375.  
  376. - Patron perk switched with Overcity Shift and rewritten for compatibility with the CYOA.
  377. (4 for, 1 against)
  378.  
  379. - Soul Gems remain as is.
  380. (2 for, 4 against)
  381.  
  382.  
  383. Ver. 1.11
  384. - Pointbuy now gains 3 free-select perks instead of two.
  385. (3 for, 0 against)
  386.  
  387. - Defensive dice are only granted on even-numbered stats instead of odd-numbered ones.
  388. (4-5 for, 0-1 against)
  389.  
  390. - Shred has been removed.
  391. (5-6 for, 2-3 against, 0-2 suggestions)
  392.  
  393. - Multitargeting rules have been rewritten for clarification.
  394. (3 for, 0 against, 1 unrelated suggestion)
  395.  
  396. - Soak rules have been rewritten for clarification.
  397. (5 for, 0 against)
  398.  
  399. - Dual Weapon remains unchanged. The perk and its relationship with using a gold coin to gain a second weapon will be examined and discussed further.
  400. (1 for, 1 against, 4 suggestions)
  401.  
  402. - Awareness has been rewritten for clarification and additionally been given +1 AGI, +5 Perception.
  403. (5 for, 2 partially for, 0 against)
  404.  
  405. - Gifted has been rewritten for clarification.
  406. (4-5 for, 0 against, 0-1 suggestion)
  407.  
  408. - Mundane weapons and the Hammerspace power remain unchanged. Both are being given more time to attempt a more thorough rework, as that is what everyone commenting on it has expressed a desire for.
  409. (1 for, 0 against, 3 suggestions)
  410.  
  411. - The Tentacles power has been rewritten for clarification and nerfed.
  412. (3-5 for, 0 against, 0-2 suggestions)
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