Roleplay Update 4:
Spirit of Self, Soul of the Machine
Things added
Character customization – tired of having the same stats as that priest over? Say no more, we now have a point-buy system for different attributes! Specialize and customize your character to your heart’s content. You can also use the new Skills and Knowledges system for this! And if that wasn’t enough for you, we have a new paragraph on how to further cosmetically customize your character. Check out the relevant pages for more information.
Four new classes – twelve wasn’t enough, so we are increasing by 25%. Say hello to the Auramancer, the mind- and soul-altering spellcaster, the Commander – the battelfield troop controller, the Dragoncaller – the guy with a dragon spirit friend, and the Tinkerer, the other spellcaster that makes magical gadgets and contraptions!
More spells – since two classes are spellcasters, we have new spells for them! They sometimes stole spells from existing classes, so they got replacements in turn. We are also introducing a general spell list, a list of spells available to all full-magic classes.
More items – never enough of them. For all shopaholics, we now have the harpoon, hooked spear, net, bola (weapons), Rainbow weapon (weapon upgrade), Nature’s Mantle, Bracers of Alacrity (wearables), Fae potion, Wand of Rain (consumables) Guardian emblem, Lodestone crest, Lyre of Repair and Lantern of Departure (other magical items) in store! And Secret finally gets her custom item too.
We also have a new page for new players to be guided through the website that can be found here.
Things changed
Class level vs. Player level – a new definition, Player level takes over the characteristics of CL. CL gets a new definition – the experience and skill one has in one given class. Abilities now grow stronger off of CL, not overall PL.
Initiative redone – initiative no longer just determines who goes first – have a high enough one and you can go several times in one round! The dash action has also been changed in regards to this.
Diplomats, mages and wraiths have new abilities replacing others that would not work under the new changes. Soothesayers have 2 new alterations.
It takes longer to switch your character’s stats, classes, and the like.
Being revived no longer heals non-life treathening wounds, scars nor missing limbs.
Clothes and unarmed attacks now have special rules for being default options.
Things rebalanced
General changes
Spells that require spell attack rolls may now crit.
All descriptions have been rebalanced and/or altered to fit with the new Attribute and CLxPL systems. This includes many of the “how many times may an ability be used” descriptions.
Classes
Bladedancer – Fluid as the Water and Fast as the Wind now have additional effects when used.
Formshifter – Wild Form now lasts longer.
Inquisitor – all smites are now only on melee attacks.
Planewalker – Master of Lent Power may only be used once per long rest.
Priest – the bonus from Guided Strike and The Blessing of Pravus has been lowered.
Avatar of Battle now has a limit of use.
Equipment
The Light property has a new description.
The Metal property now relies on resistance and vulnerability, rather than absolute values.
The DR values of all armors have been nerfed across the board.
Tower shield has been rebalanced.
Blowgun has a special firing mode.
Armor of Invulnerability has been nerfed to two types and shorter immunity duration.
Mantle of Spell Cancelling now requires more effort to use.
Specific Spells
Magic missile now deals force damage, because it’s just MAGIC!
Polymorph no longer directly rips off an entire class.
Scry may no longer be spammed against the same person.
Heal is no longer a fixed amount, aka nerfed the amount healed.
Teleport cannot get you off the planet, unless you already went off the planet and brought a souvenir.
Gate cannot get you somewhere you haven’t been and cannot yeet through unwilling creatures.
Wish is, once again, getting nerfed in regards to anti-spam policy. No more infinite spellbook at your fingertips. Get creative in problem-solving.
Things fixed
FP cost have been rebalanced in regards to new changes. You will still be able to get the same amount of stuff.
Changed the description for force damage to be finally up to date.
Overchannel no longer cares about any sort of damage reductions.
Clarified that Spell Resistance for mage works on spell-like effects too.
Changed the names for two planewalker Calls to not be so goddamn same.
Clarified wraith’s blindsense to actually give blindsight.
Clarified faction rules in regards to mean-spirited actions.
Fixed many a typo. Again. And made way more.