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PJ Fantasy RPG / Re: List of PJ 2E Changes
« Last post by Semi-Retired Gamer on December 29, 2014, 09:05:02 AM »
A few thoughts and questions on the changes.

1. Removed the excluded/restricted abilities for non-humans.
Was this done because it should be something specific to each campaign world or were there other reasons?

2. Specialization is now part of the standard rules. Fate Points are now part of the standard rules and no longer optional.
I would almost be certainly sure that most people would be using them anyway so I think it makes perfect sense.

3. The game now uses the 3d10 system.  The 3d10 system is a percentile system.  You have to roll under your ability rating to succeed.  However, a third die is now rolled at the same time.  This third die is a Fortune Die.  It governs how well the PC performs the action.  A success roll combined with a 1 on the Fortune die is now a critical success.  A failed roll with a 10 on the Fortune Die is now a critical failure.  The other values of the Fortune Die provided descriptive or storyline effects as determined by the GM.
The Fortune Die is a great addition to the rules.  It simulates various levels of success or failure without adding a bunch of unnecessary complicated steps to the rules.

4. Skills can now be raised by the use not just by XP.  If a player rolls a critical success, there is a chance of the skill improving.  If the player rolls percentile dice again and the roll is higher than the ability rating, then the skill improves by 1 point. 
I like this simple system for naturally improving skills!  It adds a touch of realism and also makes it harder to naturally increase your skills as your mastery improves.  Another great addition.

Looking forward to seeing the end results of this new edition...
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PJ Fantasy RPG / Re: List of PJ 2E Changes
« Last post by Semi-Retired Gamer on December 28, 2014, 09:16:38 PM »
I like the sound of those changes.    8)
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PJ Fantasy RPG / List of PJ 2E Changes
« Last post by Darius on December 28, 2014, 08:34:29 PM »
Below you will find a list of all of the rule changes for the second edition. 

Racial Changes

Two new races bringing the total to 10 playable races
Removed the excluded/restricted abilities for non-humans. 
Increased the amount of design points for humans to balance out the removal of restricted abilities. 

Added ten more points to spend on core attributes. 

Edges/Flaws


Added 5 new flaws
Added 5 new edges

Ability changes

The selection of abilities no longer increases your attribute ratings. 

Removed improvised fighting.  It is now a specialty under a new ability. 
Removed fortunetelling.  It will be replaced by spells.
Removed minstrelsy. 
Removed psionics as an option.

Added acrobatics.
Added animal handling

Renamed metallurgy to forging
Renamed weapons to melee weapons
Renamed archery to ranged weapons

Scholarship now governs languages

Games no longer provides a bonus to saving throws

Use of ranged weapons (archery) is now based just on the rating of this ability.  That is, in the first edition you could just use your weapons ability or archery, whichever was higher.  Archery could provide a bonus to weapons.  Lacking archery meant a penalty.  All of this is now removed.  If you want to shoot a bow, you use whatever the ranged weapons ability is. 

Increased the Chivalry damage bonus from +1/20 points to +1/10 points.

The differences in military command knowledge for Chivalry and Planning have been clarified.

Athletics no longer increases health. 

Shamanism now includes the ability to interpret omens. 

Specialization

Specialization is now part of the standard rules.  Suggested specializations have been added to the abilities that support specialization.

Specialization now grants +10 to its area and all of the other abilities lose 10. 

Spell Casting

Spell casting has been slightly nerfed.  The level of spell that one can cast is now limited by the PCs rating in that skill.  Lacking the skill incurs a penalty. 

Fate Points

Fate Points are now part of the standard rules and no longer optional
Fate Points now regenerate with rest instead of XP

Armor Changes

Durability is now an optional rule.
Armor protection is reduced.
Increased speed penalties for the highest AF armor types. 

Resolution Mechanics

The game now uses the 3d10 system.  The 3d10 system is a percentile system.  You have to roll under your ability rating to succeed.  However, a third die is now rolled at the same time.  This third die is a Fortune Die.  It governs how well the PC performs the action.  A success roll combined with a 1 on the Fortune die is now a critical success.  A failed roll with a 10 on the Fortune Die is now a critical failure.  The other values of the Fortune Die provided descriptive or storyline effects as determined by the GM

Raising Skills

Skills can now be raised by the use not just by XP.  If a player rolls a critical success, there is a chance of the skill improving.  If the player rolls percentile dice again and the roll is higher than the ability rating, then the skill improves by 1 point. 

XP can still be used to raise skills

Experience Points


Ability specific XP has been removed.

Combat


Standard initiative rules are now 1d10+speed with highest going first

Removed turn and segment terminology.  All time is based on 6 second rounds. 
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Announcements / Re: SteamCraft Kickstarter 2: The Supplements
« Last post by Dunemous on June 17, 2014, 09:01:34 AM »
Wow quick response! Yes that's precisely the reward tier I was hoping for. I love physical books but lack of space precludes me from buying every RP book in physical form. Not to mention the higher cost. All of the supplements looked so good that I wanted to get them all in some form, though, so this is the perfect mix! Thanks heaps for that! I'll absolutely buy that reward tier! I'm really excited for it's release! :D
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Announcements / Re: SteamCraft Kickstarter 2: The Supplements
« Last post by Darius on June 17, 2014, 12:47:30 AM »
I would be happy to offer additional rewards.  Let me verify the reward tier you want so that I can get it added.

International

Core Rule Book - Physical
PDF Wake the Dead Trilogy
PDF Shadows Over Newport

Shipping outside of the US currently runs over $20.  I have gone and added this at the $75 level to the KS. 
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Announcements / Re: SteamCraft Kickstarter 2: The Supplements
« Last post by Dunemous on June 17, 2014, 12:34:02 AM »
I noticed that there is an option for the purchase of the physical main rule book and PDFs of the supplements for US residents but not for international shipping. If this option were available if absolutely love to purchase it but the only international ones I can find are for physical books of all, which is a little expensive for me, or a physical main rule book and PDF of "wake the dead" only. Is it possible to implement one that also includes the PDF of the horror supplement for international backers? The world looks beautiful and I'm really looking forward to this coming out. :)
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Announcements / Re: SteamCraft Kickstarter 2: The Supplements
« Last post by Semi-Retired Gamer on May 16, 2014, 01:18:29 PM »
I'm in!  I will be spreading the news after I finish up some minor rat-killing in a bit...
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Announcements / SteamCraft Kickstarter 2: The Supplements
« Last post by Darius on May 16, 2014, 12:43:19 PM »
We have launched a 2nd Kickstarter to fund supplements at a faster pace.  You can find the project here:
https://www.kickstarter.com/projects/666449184/steamcraft-rpg-the-supplements-edition
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Announcements / Re: Shadows Over Newport Released on PDF
« Last post by Semi-Retired Gamer on April 21, 2014, 01:21:52 PM »
There is a preview on the website that is different than the one at DTRPG if you want to take a look.

I am checking it out this morning before I have to go to a family commitment later.  Nice work!  The artwork looks great and I am very interested in seeing the rest of this book.  8)
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Announcements / Re: Shadows Over Newport Released on PDF
« Last post by Darius on April 20, 2014, 12:06:14 PM »
There is a preview on the website that is different than the one at DTRPG if you want to take a look. 
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