Ironcrunch - Ancestries Update, Part 1 (Changelog 20200217)
Added 2020-02-17 19:47:45 +0000 UTCThis update paves the way for the upcoming races cards. It brings utility redesigns, rules expanded explanations, many balance tweaks and some mechanical bits.
If you are a patron, you can access the folder of Ironcrunch playtest package via Google Drive.
SHEETS
- [NEW] Redesigned the character, companions and foe sheets for a more stylish look and descriptive fields. Characters sheet is now 2 pages; armors, shields, weapons, addons and minor debilities (conditions) have been removed as they will come in form of cards. The loyalty track in the companion sheet will now serve as their spirit track as well. And foe sheet now offers a morale track.
PLAYER CHARACTER
- [NEW] The minimum of stats is now -2. The maximum health, load, resilience and speed has been adjusted accordingly.
- [NEW] Added guidelines in the character creation section for considering the age, this limits the stat maximum.
- The experience to spend during character creation has been reduced. You should now start with 3 asset cards, reason being that the races cards will gran enough boost to counter the probability gap of 2d20 challenge dice.
- [NEW] Under the Attacking and Inflict Harm section, added an explanation on how to use the Armor foe's value and Defense Rating foe's value.
- Expanded the explanation on how the efforts mechanic works.
- [NEW] Added the humanoid race section in the Player Chapter chapter.
- Illustrated how the resilience mechanic works.
- [NEW] Added the Conditions section in the Player Character chapter.
- Reframed the narrative trigger of some motivation cards.
- [NEW] Added a representative icon to each motivation card.
COMPANIONS
- Made a mechanic distinction on how the defense work for companions: the values for armor, Endure Harm addition, and Face Danger/Clash addition, will work on humanoid companions the same as with a player character, with equipment cards; on non-humanoid companions, these will be fixed values according to their iron and edge stats.
- [NEW] Added the non-humanoid race section in the Companions chapter.
FOES
- Redesigned the foe's weapons table.
- Adjusted the intelligence challenge die fixation values as per the descriptors.
- Expanded the foe size values for more accurate description, adding space and reach values to use in case of playing with grid map.
- Changed the term from Foe Trait to Special Aspect to semantically match the term used for races.
- The Cautious or Stealthy special aspect now states: "...when acting to surprise or sneak around this creature".
- Removed the offense rating value for foes.
- [NEW] Adjusted and expanded the guide to convert foe's values to stats and vice versa. Now the guide covers all five stats.
- [NEW] Made a single OSR Armor Class conversion table to cover both the Armor and Defense Rating values.
HOUSE RULES
- [NEW] Under the Check Rolls and the Fixation of One Challenge Die header, presented the house rule —if playing with a game master— of rolling the action die +stat, while the game master sets the challenge (die) value. This principle allows to adapt elements of the d20 system.
- [NEW] Under the Alternative Game Mode for Challenge Die header, presented the house rule of playing without challenge dice.
MOVES
- The "You're tired or hurt" option in the Face Danger move now states: Endure harm (1d3P harm).
- Increased the next-move addition and momentum gain of the Secure an Advantage move.
- [NEW] Added an option on a strong hit for the Undertake a Journey move: "You move with scrutiny". Every other option has been adjusted: "On a strong hit, choose one. • You make good use of your resources: Mark progress and take +2 momentum. • You move with scrutiny: Mark progress and Encounter an Opportunity. • You move at speed: Mark progress twice and take +1 momentum, but suffer -1 supply. On a weak hit, choose one. • You go as expected: Mark progress, but suffer -1 supply. • You move with precaution: Mark progress and Encounter an Opportunity, but suffer -1 supply and -2 momentum. • You move at speed, but with a cost: Mark progress twice and take +1 momentum, but suffer -2 supply and Encounter Danger.
- Tweaked the Provide Aid option of the Sojourn move to add +2 when you Swear an Iron Vow.
- Removed the Open the Inner Self move. This will come later on as an asset.
- Removed the limit for the amount of boasts to choose on a hit with the Draw the Circle; and on a strong hit, each grant +2 momentum.
- When you score a hit on the Take Conditional Companion and Strengthen Companion's Loyalty moves, to recruit or rise the morale of a hireling, you suffer -2 wealth. The weak hit of the former is now similar to that of the Compel move. If you Strengthen Companion's Loyalty to Forge a Bond, you add +2 to this move.
- The Order a Conditional Companion moves now makes the conditional companion's loyalty suffer -1 on a strong hit, and -2 on a weak hit and a miss. If the companion in question is a hireling, you must always make this move.
- [NEW] The weak hit options on the End the Fight move now come with explicit mechanical consequences.
- [NEW] The Strike move now indicates: "When you have initiative and attack with the intent to inflict harm, determine if you are hitting your foe’s armor or breaking their defense rating. If you are doing the latter or your foe’s armor is 0, fix one challenge die as per your foe’s defense rating. Then, envision your approach. If you're making this move repeatedly, but with another offensive maneuver, add +1". It also states: "On a strong hit, Inflict Harm and add +1. You retain the initiative. If you grant a critical hit by rolling a match, choose one. • Inflict Harm once again. • Give a condition to your foe as appropriate to your intent and capabilities".
- [NEW] The Clash move now indicates: "When your foe has initiative and you fight back, determine if you are hitting your foe’s armor or breaking their defense rating. If you are doing the latter or your foe’s armor is 0, fix one challenge die as per your foe’s defense rating. Then, envision your approach. If you're making this move repeatedly, but with another offensive maneuver, add +1". It also states: "On a strong hit, Inflict Harm and add +1. You retain the initiative. If you grant a critical hit by rolling a match, choose one. • Inflict Harm once again. • Give a condition to your foe as appropriate to your intent and capabilities".
- The weak hit result of the Battle move now states: "On a strong hit, you achieve your objective with a hard-won victory. Choose one of the weak hit options of the End the Fight move. On a weak hit, you achieve your objective, but not without a significant cost. Choose two of the weak hit options of the End the Fight move".
- Tweaked the Turn the Tide move to add +2 to the next move and grant +2 momentum on a hit.
- Rewrote the Inflict Harm and Foe Inflicts Harm moves for clearer wording.
- Tweaked the Make Camp move for more health, spirit and momentum gain, and addition to the Undertake a Journey move.
- Tweaked the Heal move for more health gain.
- Tweaked the Hearten move for more spirit gain.
- [NEW] Added the Take a Downtime recovery move: spend 1 experience to increase health, spirit and supply to their maximum values, and take +2d4+2 wealth.
- Tweaked the Endure Harm and Endure Stress condition to adjust them for conditions implementation.
- [NEW] The Burn Momentum, Make an Effort and Show Resilience moves are presented as fate moves.
- The Encounter an Opportunity outcome probability distribution is now: Favorable area 60%, benign character encounter 25% and item finding 15%.
- Overhauled the Learn from Faults move.
- [NEW] Added an option on the Ask the Oracle move to generate random encounters using the creature cards.
- The Encounter Danger content table has been tweaked the match the new conditions. Also, the outcome probability distribution is now: Worsening of the situation 25%, unfavorable road 35% and hostile denizen encounter 40%.
- [NEW] Added the Manifest Insanity fate move for when the Endure Stress table prompts you to do so (25% chance).
- [NEW] Added the work-in-progress Face a Combat Hindrance move, for when you score a miss in combat with the following moves: Face Dancer, Secure an Advantage, Compel, Strike and Clash. For the time being, use the Pay the Price.
WEAPONS
- Changed the Weapon Property term to Weapon Aspect, to semantically match the term used for races and foes.
- [NEW] Added the forceful weapon aspect: "Its blows are heavy. When you Strike or Clash with it, and score a strong hit, you knock your foe back 5 ft. (1 square/hex) at the direction of your choice". The following weapons are forceful: Flail, Lucerne Hammer, Mace, Maul, Two-handed Flail and War Hammer.
- [NEW] Added reach value to each ranged weapon, and few close-quarter ones.
- War Scythe harm is now 2h: 1d10+1.
- Club's harm is now 1h: 1d2, thrown: 1d2+1.
- Maul's harm is now 2d6.
- War Hammer now weights 2.
- Pike now weights 3.
- Spear harm is now 1h (+5 ft.): 1d4+1P, 2h (+5 ft.): 1d6 (1P), thrown (20 ft.): 1d4+2P
- Halberd now has recovery (if iron 1-3).
- Simple Blowgun's harm is now 1h: 1d3P.
- Multi-shot Blowgun's harm is now 1h: 1d4+1 (P)
- Daggers and Knives now comes in stock of 3, and weight 1.
- Daggers' harm is now 1h: 1d4P.
- Knives' harm is now 1h: 1d2P.
- Trident Dagger's harm is now 1h: 1d6+1 (2P) and it is an extreme/epic weapon.
- Swordbreaker's harm is now 1d6 (1P).
- Curve Sword now has the light aspect.
- Great Sword's harm is now 1d8+1d4.
- Thrusting Swords's harm is now 1h: 1d4+2 (1P)
- Atlatl (Darts) now weights 1, and it is a dangerous weapon.
- Hunting Boomerangs' harm is now thrown: 1d4+1.
- Plumbatas' harm now is thrown: 1d2P, and weights 1.
- Sling (Stones)'s harm is now 1d2.
- Unarmed "weapon" is now called Bare Hands, leaving the unarmed name for this category of "weapons".
- [NEW] Bare hands' harm now states: As per the level of the stat used: 1/2=1d2, 3/4=1d3, 5/6=1d4, 7/8=1d4+1. It is foe's troublesome weapon.
- [NEW] Hard Knuckle Gloves is now an unarmed weapon, instead of an addon. Harm: As per the level of the stat used (1/2=1d2+1, 3/4=1d3+1, 5/6=1d4+1, 7/8=1d4+2). Weight: 0. Wealth: 4. Availability: 50/50. It is a foe's formidable weapon.
- [NEW] Spiked or Nailed Gloves is now an unarmed wepaon, instead of an addon. Harm: As per the level of the stat used (1/2=1d2 (1P), 3/4=1d3 (1P), 5/6=1d4 (1P), 7/8=1d4+1P). Weight: 0. Wealth: 4. Availability: 50/50. It is a foe's formidable weapon.
- [NEW] Claws is now an unarmed weapon, instead of an addon. Harm: As per the level of the stat used (1/2=1d3+1 (2P), 3/4=1d4+1 (2P), 5/6=1d6+1 (2P), 7/8=1d6+2P). Weight: 0. Wealth: 5. Availability: Unlikely. It is a foe's formidable weapon.
- Kusarigama name changed to Sickle and Chain.
- Added Improvised weapon. Harm: 1d2.
- Removed the Stick, Baston or Sap weapon. This should be considered an Improvised weapon.
- Overhauled the price of every weapon.
ARMOR
- [NEW] The armor's Endure Harm addition and the shield's Face Danger/Clash addition have shown to cause much imbalance for the moves outcomes in favor of the player character. In order to counter this, armors and shields won't longer grant a fixed numeric value as an addition, but a die roll instead, and the maximum armor to have by a suit is 4. The armor tables have been overhauled according to these changes. This change also includes weights and costs.
- The addon Shield: Spike Enhancement now states: When you upgrade your shield with a deadly addition, add +1P to your shield's harm. When you Face Danger against a foe, or Clash, and score a hit, inflict its harm". This addon now costs shield weight +4 in wealth.
- The Weapon Enhancement addon now clarifies that this can only be done once per weapon. This addon now costs weapon weight +4 wealth.
SHIELDS
- Buckler's harm is now 1h: 1, Thrown (10 ft.): 1d2, and weights 1.
- Target/Parma's harm is now 1d2.
- Hoplite's harm is now 1d2+1.
- Heater's harm is now 1d3.
- Clipeus' harm is now 1d2+1.
- Kite/Peltast/Peltarion's harm is now 1d3.
- Tower/Scutum's harm is now 1h: 1d4, 2h: 1d4+1.
CONSUMABLE ITEMS
- Drinks that grant additions to stats now give +1 (+2 when they're high quality).
- Laudanum now costs 2 wealth.
- Quality Bandages and Poultice is now a single item.
- Unstable drink now costs 2 wealth.
- Every consumable item now weights 1.
- Consumable items have been categorized.
SERVICES
- The Equipment Request service now costs the equipment weight +4 in wealth.
- The Lore Inquiry service now adds +2.
OTHERS
- [NEW] Rewrote the Descriptors chapter.
- [NEW] Added the Obstacle chapter.
- [NEW] Added more content to the Hazards and Traps chapter.
- Fixed many grammatical and layout issues.
NOTE: The Spanish version of the cards and sheets will be released soon.
Comments
Any medium is fine, whether it is Patreon, Discord or private message . But if it is ok for you, post what you find here so we can log those changes as well.
Samuel Rondón
2020-02-26 11:49:06 +0000 UTCShould I submit typo / grammar errors I find here or in a different medium?
Blair Higgins
2020-02-26 05:49:18 +0000 UTCMessaged you all. Thanks!
Samuel Rondón
2020-02-17 20:08:49 +0000 UTC