Sunday, February 5, 2017

Changes to SCRAWL

 Hello all! I've been making some changes to the SCRAWL rulebook to improve your experience of it. Here are the changes.
3 Fate points for starting characters: At first, I expected fate points to be rare and only used in high consequence sitations, such as to avoid a killing blow. However, I now realise that the worst consequence of most Fate rolls is losing 1 Vitality point, which is big, but not necessarily death. Also, there are tons of fate rolls and it's no fun to not have the option of changing them if you are saving 1 Fate point. So people get more Fate points and Fate points will be easier to gain.

Tricksters don't have ranged combat, but they do have more Fate points and gain more than other people: I want to make each class have its own unique feel. Tricksters already had a few skills that other clases didn't, but I saw this as a way to make them stand out more. As a trade, I took their ranged combat away. Tricksters now seem more like Dungeon Crawl Classics thieves, who can use luck more. The idea of being better at ranged combat came from the Diablo rogue.
Luckstone replaces smoke bombs: Now that Fate points are easier to get, I made gaining one only cost 25gp. Also, I decided smoke bombs were a bit narrow, so got rid of them.

Potions of Will are now alchemical items: I wanted the cost and power level of alchemical items to be equal. Restoring 1 point of Will is worth a lot less than the other items, especially as Will seems like a dump stat for non magic users, so I put the potion of Will as an alchemical item.
You can train to get 1xp for 100gp: Since xp can be spent easily, you have a way to buy xp. I made it 100gp so that it is expensive enough to not be a first choice. I only want this to be an option for people who have way too much money.
Will increase is 12xp and Vitality increase is 24xp: I want to make these higher because there will be lots of xp flying around and I want to make these increases relatively rare. After all, the biggest monsters only have 7 Vitality.

Amulet/ring of luck can only cast bless 1/day instead of a free reroll for all Fate rolls: I realised when this was obscene when calculating the price of an art object was a separate fate roll. That means you get 2 fate rolls and pick the best. Since the price only stops when you roll a 1, you only stop when you roll 2 1s, which has a 1/36 chance. Then you make a x fate rolls for each die you rolled. That was obscene. So now it is on the same power level of an item of treasure of that level - 1 free spell per day.

I've added more monsters includin animated objects, liches and iron golems.

Dragons now have 7 Vitality: Just so they are not obscene.

You can get SCRAWL for PWYW here.

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