Philsys Changes and Revisions: Current Official List
Basic Stat Modifiers:
â€¢TP at first level is now equal to 10+((COU+STA)*3). TP gained per level is equal to STA + 1d4, but never less than 1.
â€¢AT/PA for light weapons (including unarmed attacks) can now be adjusted to substitute DEX for STR. Damage is still calculated based on STR.
â€¢Initiative is now AGI + (COU/2) + 2d6. Fractions are rounded down.
â€¢MAG stat is now increasable. Obviously, this still needs a plot reason/explanation. The success roll to increase MAG from 0 to 1 automatically succeeds with plot justification.
Combat and Damage:
â€¢Most armor no longer has any AT penalty, except for certain very large and cumbersome shields.
â€¢Double the PA penalty of any armor worn is applied to any spellcasting rolls.
â€¢Changed terminology of thrust/slash/chop to light/medium/heavy. Attack type damages for weapons that previously lacked them have been added (like a "heavy" attack for a spear).
â€¢Missile evasion is now equal to 10+AGI*2+INT+d20.
â€¢Attack rolls with missile weapons are calculated as a simple skill roll plus or minus weapon modifiers, like casting a spell.
â€¢The total defense option: A character can now choose to adopt a defensive stance, trading his attack for the round for an additional parry roll. This does not require a tech and costs nothing.
â€¢Delayed actions do not grant a bonus to rolls.
â€¢Weapon damages now add the wielder's rank to the base damage of the weapon. The overall damage of physical attacks has been increased slightly; the new formulae for light, medium, and heavy attack damages and penalties are as follows:
â€¢Light: Base damage + skill rank + STR + 1d6
â€¢Medium: Base damage + skill rank + STR*2 + 2d6 at a -2 penalty
â€¢Heavy: Base damage + skill rank + STR*3 + 3d6 at a -5 penalty
If the weapon is being used two-handed, regardless of whether or not it is a two-handed weapon, it deals additional damage. Some weapons (mostly light weapons) cannot be wielded two-handed for additional damage--common sense applies. The penalties for making medium and heavy attacks do not change. The damage formulae are:
â€¢Unarmed characters simply calculate their damage as if they were using no weapons. Punches are light attacks and kicks are medium attacks. Unarmed attacks are always considered light weapons.
â€¢AC now equals damage reduction, pure and simple. Change your sheets from the old AC/3 formula to whatever the defense of the armor in question should be by looking at the equipment list. In some cases, you will be able to calculate the correct AC by simply dividing the listing by three--these cases should be obvious, such as if your character can summon a creature with AC 60 (when what we're really looking for is 20 points of damage reduction).
â€¢The penalties to AT/PA for various detrimental conditions are as follows:
â€¢Paralysis/Total Helplessness: -10/-10 (some attacks will hit automatically, most helpless characters cannot make attacks)
â€¢Broken Arm/Leg: -4/-4
â€¢Severe Wounds (10 or fewer HP remaining): -6/-6
â€¢As a general rule, -2 is a minor penalty, -4 is a harsh penalty, -6 is a serious penalty, and -10 is a critical penalty.
â€¢The maximum cap for skills is now (base stats + 6).
â€¢The base stats for light weapons can be substituted as COU/AGI/DEX (instead of COU/AGI/STR).
â€¢Ambidexterity is eliminated. Two-Weapon Fighting DEX/DEX/STR now covers the maximum effective rank for an off-hand weapon. Two-Fisted covers unarmed attacks and is AGI/AGI/DEX.
â€¢Bows are now COU/DEX/STR, crossbows are STR/DEX/DEX, and guns are COU/DEX/DEX.
â€¢Wielding two light weapons requires a DEX of +3, a light and a standard weapon requires DEX +4, and two standard weapons requires DEX +5.
â€¢Extra attacks/parries are gained at weapon skill rank 8 for light weapons, 12 for standard weapons, and 14 for heavy weapons. This is self-explanatory; a character can make an additional attack each round or forfeit the additional attack in exchange for a bonus parry roll.
â€¢[s]Two-Handed Weapons is now eliminated. The only thing needed to wield a two-handed weapon effectively is the appropriate skill.
â€¢[Light Weapon Skill=2]Precise Striking (2 TP) - Uses DEX to determine weapon damage bonuses instead of STR and eliminates all penalties to hit other than those caused by magical debuffs for one round. Heavy attacks are impossible when using Precise Striking.
â€¢[Light Weapon Skill=4]Dextrous Striking (2 TP) - Adds DEX to AT a second time for one round.
â€¢[Light Weapon Skill=6]Rapid Striking (3 TP) - Allows one additional attack (of any type) this round.
â€¢[Standard Weapon Skill=2]Defender's Stance (1 TP) - Adds weapon skill rank to all PA rolls made this round. Even if no parry roll is allowed, half of the users's weapon skill rank is added to his PA for the remainder of the round. This tech cannot be combined with any other offensive tech, and the user forfeits any bonus attacks (but may use them, instead, as bonus parries).
â€¢[Standard Weapon Skill=6]Full Attack (4 TP) - Allows one additional attack (of any type) this round.
â€¢[Heavy Weapon Skill=4]Devastating Blow (2 TP) - As a heavy attack, but damage is multiplied by 1.5x. If the attack misses, the user loses his one of his parry rolls for the round.
â€¢[Heavy Weapon Skill=6]Follow-through (5 TP) - Allows one additional attack (of any type) this round.
Adjustments that Still Need to be Made:
â€¢Shields should have PA bonuses,
not penalties. Part of the benefit to a shield is that it will block some attacks simply by being there, especially if it's a big shield. I don't want to apply that rule to armor at large, but I do want to apply it to shields. Large shields will still have AT penalties.
â€¢[s]Shield Blocking, a skill that was on the original list, should be better defined (though it was defined in Kelne's skill revision). The definition in the addendum is flawed. My thought is that it should work somewhat like [s]Advanced Parrying, but be more beneficial since it requires/utilizes a shield. My thought is +1 to a PA roll/rank as long as the character has a shield available. A shield can only be used to block one attack in this manner per round. This essentially allows a character to train in both [s]Shield Blocking and [s]Advanced Parry to get a
bonus on two separate PA rolls during a round if they have the ability to make multiple parries and are using a shield.
â€¢Some [s] skills in general need more precise definitions. The definitions in the guide need overhauled (especially crap like [s]Chink Detection and [s]Motion Style Analysis).
â€¢The rules need rewritten. I should be the one to do this, so I'll do it--eventually.
â€¢Anything else that anyone can think of! <p>
</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=archmage144>Archmage144</A] at: 9/28/05 21:12