This is what's going into the 5th draft:
- removing the section on Traps - these came right out of the Microlite book and are cool but I don't think people need these outlined and I would like to reclaim the page and a half
- adding minor changes to Initiative and weapon replacement - maybe that whole section can be rewritten to make it easier to understand.
- Fabrication - I'm still waffling on adding in a new skill actually, but leaning on yes for now.
- Tweaks to Divine spells, including changes to healing and new spirit orientated spells.
- Tweaks to enchanter spells, and spell balance in general.
- Divine Rituals
- Changes to Hunter and Rogue?
- Changes to the Rules for dying and stat damage.
- Removing the spell extending stuff, reexamining counter spell? Not sure anyone is using these, we still haven't used them in the play test.
- I thought about adding in 7th level spells, but until I play a higher level game I'm not sure if it's appropriate and which spells would be best - by that time in a campaign the GM might be better off making up their own higher level spell lists anyway.
- anything else?
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