Eldritch Adventures Changelog v23
While this title is not yet available on DTRPG.com, work continues on it. The version 23 changelog is below.
Version 23
- Fixed typo in Terms section.
- Removed Racial Abilities
- Added a section in the Combat chapter for Initiative.
- Reworked initiative to be a single flow.
- Changed wording on Initiative Mastery I & II
- Changed surprise.
- Changed skills and combat from d20 to d100.
- Modified magic system (again) to Dominion/Power.
- Added to skill descriptions.
- Changed Physical resistance to Poison/Disease.
- Added Elemental resistance.
- Changed Mental resistance to avg INT+WIL.
- Changed skills from levels to discrete categories with fixed costs.
- Minor corrections in text based on above changes.
- Changed Impossible TN from 125 to 120.
- Completed spell list by domain
- Begun Spell descriptions
- Fire Spell List alphabetized
- Descriptions through Apparition Shroud complete
- Spell durations linked to power levels
- Rework weapon damage and speeds
- Changed init stats to average of SPD + PER
- Brought class level abilities in line with new scale.
- Added Ritual skills for casting spells into matrices.
- Changed Expertise skills for combat casting.
- Added time rules for matrix construction.
- Added an example of matrix construction.
- Added alphabetical spell list grouped by power.
- Alphabetized spells in list by dominion.
- Spell descriptions through aspect of the viper complete.
- Removed levels.
- Added a scheme for buying advances (specializations, spec advances, skills) with xp.
- Removed ER/GER
- Changed wording in specializations to reflect removal of levels.
- Changed human to gain 1 skill at novice instead of +1 skill point.
- Removed weapon speed.
- Spell descriptions through False Visage complete.
- Removed some outdated blocks of text (character creation example).
- Moved work to a Word doc from Publisher.
- Spell descriptions through Major Chill Aura complete.
- Removed some Abilities
- Fixed Enchanting to line with the current magic system.
- Added Stat mods to archetypes.
- Added Precise Strike to Operative
- Added halved movement while stealthed.
- Changed off-hand weapon attacks slightly.
- Added “Dying” to Incapacitated title.
- Added 2x STR damage to self bow description.
- Added Light Weapons (d4 damage)
- Fixed Aura of Healing to 1d8 + 2x STA
- Fixed Aura of Purification to 1d8 + 2x STA
- Fixed Major Aura of Healing to 1d8 + 8 x STA
- Fixed Major Aura of Purification to 1d8 + 4x STA
- Spell descriptions through Nature Lore finished.
- Added cultures for “official” setting.
- Added Standard of Living
- Changed starting funds to reflect standard of living.
- Reworked a bit of the magic items.
- Fixed charging damage
- Changed attack roll to be a Difficult task (70%) and only the attacker rolls.
- Renamed Poison/Disease Resistance back to Physical Resistance
- Changed shields to provide defense rather than armor.
- Changed Tabula Rasa to a Grandmaster level spell.
- Finished spell descriptions.
- Removed references to Armor Use abilities in the Archetypes.
- Changed Survival Bonus ability to Outdoor skills.
- Changed archetype tables to have uniform bonuses. Bonuses are now all added per rank rather than a mix of per rank and supersede.
- Changed size based DV modifiers
- Added a Deafened state
- Created a list of creatures by rank and by archetype
- Created an alphabetical list of creatures.
- Added Acid, Disease, Fire, Holy, Lightning, Poison, Sonic, and Unholy damage types.
- Added Armor Use (Medium/Heavy/Shield) abilities back.
- Re-added Armor Use abilities to archetypes.
- Added Renewal line of spells to Body dominion (Minor/Normal/Major)
About the only thing to do now is to finish off the rewrite of the monsters. Then the title will hit DTRPG.com.