Sunday, January 29, 2012

Polar Opposites: Tactics and Untrained abilities

This update includes an entirely new school of abilities for the marksman: Tactician
Tactical shot  and tactical aggression allow the marksman to get more use out of every shot based on tactical positioning while tactical repositioning makes lining those shots up quite a bit easier and magic bullet brings the aggression to an entirely new level. The idea here was to increase mobility based combat, i have always enjoyed games in which shaping the battlefield and tactical positioning are key and I feel that this school directly emphasizes both of those realms of thought.

You may now use many martial maneuvers untrained by taking a -5 to the attack roll, or for skills with no attack roll (but a strength check instead) you take a -4 to the strength roll. Each skill denoted this change individually. The problem came up: "why can't i attempt to shoot two pistols at once, even though I'm not trained in it." This is a valid question, and I agree, you should be able to at least  attempt a martial maneuver untrained. While I don't see this spilling over into something like magic or telekinesis, for martial it makes good sense.

Saturday, January 14, 2012

Scattered update!

This update to the Theory Roleplaying game has been all over the place. To begin, I updated the lore document for the first time in almost a year. You can now read more about the various mage colleges, which i expect will add quite a bit more depth to the universe. Available colleges are: The Catricarch (Terra College), The Academy of High Artisans (Arcane College), The Heretic Cabal (Shadow College),  The Alternate Interim (Chrono College), and The Helioseminary (Light college). You may notice that I didn't mention a Fire college or a Frost college. These are still in development and will be added when I feel they are ready (and I don't at this point). Each college brings something unique to the table, something for players and GMs to interact with and use in more than one way, and I don't feel that I have gotten the Fire or Frost colleges to this point yet.

Grapple has been replaced with a new set of maneuvers called "Brawling". These abilities allow you to create a character entirely around this fighting style. It begins with the opening brawl: 
Once in a brawl, you have access to three new abilities: Pin, Subdue, and Throw.
Pin allows you to lockdown an opponent, maybe for later questioning, or maybe for a tactical advantage (like taking a healer out of the fight temporarily then dealing with him later). this type of play is focused on the long-term combat scenario.

Subdue allows you to do a medium amount of damage in a brawl without having to release the opponent. This type of play is much more focused on the mid-game of a combat scenario.

Throw allows you to toss your opponents around like ragdolls for your amusement. This ability releases your  hold on the opponent to deal massive damage.

Move has a new metamartial unlock called "Run". This ability allows you to directly increase the run speed of your character.


Everyone likes more stuff, right? Along that vein of thought, I have added Accessory items to the game, these include items like rings and necklaces, as well as expendable items like health and mana charges.

I have never really been a fan of the standard "chug down this potion in the middle of combat and get healed magically". it just never sat right with me. maybe it was something about ingesting the massive amount of liquid in such a small amount of time, or that it healed almost instantaneously even though most things you consume take time to get into the blood stream. there's also just something so "unmagical" about chugging a bottle of Robitussin in the middle of combat. And to that I say: "Health and mana charges." these items are like small healing grenades that explode with healing energy when cracked or smashed, affecting everyone in the area in a violent explosion of "feel-bettery-goodness".