Devlogs
Overhauled Conflict and rewrites
After some playtesting and work on different other projects i decided to overhaul the Conflict system to add an element of risk to it.
Most noteably the Concept of Turns and Rounds has been removed, the Action limit is gone as well and your players now have the maximum freedom to act as they please as long as they keep the Initiative.
- Initiative is a group thing - either a group partaking in the conflict has it or they don't.
- Anyone from the group that has the initiative can perform Actions, in any order they please, as often as they want, while all others can only perform opposing Actions.
- Being able to react can be strategically advantageous sometimes but Initiative acts as a tiebreaker in favour of the party that has it, removing the probability of draws where nothing happens.
- Initiative is lost when an Action is failed, in which cased it is handed over to the group that performed the opposing action.
- Initiative can also be traded away willingly to refresh Resistances (taking a breather) or trigger other effects.
This has a trickle down effect on some other systems which have been updated as well and there have been some changes in wording to make things that weren't as clear during playtesting more understandable.
The Magic sheets will be updated soon and I hope I'll be able to publish some more expansions that greatly benefit from this overhaul as well in time.
I hope you enjoy these changes and i wish you a great day!
Files
Core Sheet v1.5 465 kB
Archetypes v1.1 448 kB
Traits v1.2 447 kB
Game Master Sheet v1.5 454 kB
Expansion I - Tactical Conflict v2.5 450 kB
Expansion II - Gear v1.5 447 kB