Thursday, June 12, 2014

Temporary Version 1.22[28]

So the reason I haven't updated in a while is a bit of a doozy.  For those of you not in the know on this (which is everyone except my rule-breaker beta testing group, Knights and Exiles), the [28] in brackets is what I use to mark significant edit iterations for a given issue of the rules doc.  Usually, I get to version [8] or [9] and release with the new modifier.  This version is now quite far beyond that point.  Why is this?  Two reasons: 

1. Work
As some of you who have gotten in touch with me directly, I'm a master's student in engineering.  On top of that course-load, for the last 6 months I've been preparing to manage a gaming convention known as PolyCon in the beautiful little town of San Luis Obispo, California. (Stop by if you can - there will be two FoE RPG events running during the con!)

2. Goals

My Goal for version 1.22 is to have all of the 'essential' monster sheets done.  There are lots of other things that have come up in between point 1.21 and that goal, but I don't want to release until I can guarantee that that goal is met. 
Sounds simple enough, right?  Of course, if it was, I would have released the finished edition month ago. 
Sadly, the template I've sort of cornered myself into using for the monster sheets is Microsoft-publisher based.  I haven't been able to recreate it within my specifications in open office-based programs.  This is sad because it's fairly intensive to copy all of the data and abilities of each unique sheet into a consistent format for each of the 100 (exactly 100, by some complete accident) different encounter-templates I'm creating.  

All of that said, I have not abandoned this project.  Not in the least!   In fact, I've been working to make monster template sheets so that I can finish the first book.  When the main book is FINALLY done, I can  get to putting all of these new and crazy ideas I've been getting these last 5 months or so into the splat book (right alongside Changelings, Crystal Ponies, Dragons, Shadow Magic, and Robot player characters!) 


I have 31 of them completed, which is what I've been doing these last three months alongside convention-planning and some extremely intense MatLab and Comsol.  Now that I have the draft templates created for each of them, I can finish about one a day on average, assuming I have time each day to work on them (which I don't usually).   

So, because I recognize that I'm taking way too long, I'm posting an unfinished version (Again). 
The link is >>>HERE<<<
It's not hyperlinked, but the table of contents is accurate up to its point of completion.  (Which is the beginning of the monster manual section.)

6 comments:

  1. Just glad to see we're still updating. Thanks for keeping us all in the loop! Though I must ask, beg even, that you give us a changelog when you give us new, even unfinished versions. Because it's hard to comb and compare everything to find the differences when you update, even incomplete and minor stuff.

    Either way thank you for continuing on with the project and I so would have gone to that Con if it wasn't across the continent from me. Cheers and goodluck!

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    1. Def. Working on changelog right now. Will post a 'completed' 1.22 tonight, completionism be damned.

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  2. Hi there, I was looking for clarification for the "Ward Against Magic" spell as there are numerous spells that could be considered "Area of effect". For example explosions from a "magical arrow" could be, or "fog", and so on.

    Thanks

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    1. Well, first off, Magical arrow doesn't have any AoE damage. The 'explosive' wording for that spell is specifically because I wanted a perk that specifically increases explosive damage to have an effect.

      To answer your question though, Ward against Magic only dissipates spells that are directly targeted at the subject of the ward. To reiterate: If an Area of Effect spell (or any other magical spell) is targeted specifically at the warded subject, it will negate that spell in its entirety. If the warded subject just happens to be in the collateral range of an area of effect spell that isn’t specifically targeted at them, the ward has no effect – even if the spell is targeted at the space directly above or below them!

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  3. Also I was wondering if you could make a clarification on the spell "Magical Arrow" as overglow allows it explode, but it doesn't state at which radius, or if it follows normal explosive weapon rules. Could you clarify this please?

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  4. The entire Magical Arrow Spell tree was overhauled in the last week; I read back through it and was very unhappy with how misinterpret-able it was.

    Magical Arrow – Summons a magical bolt of energy and hurls it at a foe for 1d12 damage, if it hits. Roll Magic as your weapon skill to hit. This arrow ignores 10 points of DT. A layer of overglow can be spent to either enlarge the bolt, making it explode on impact for a total of 2d12 damage (an additional 1d12 of damage), or to double the amount of DT that it ignores. The explosive effect does not allow the arrow’s damage to harm anything other than the original target (it’s not AoE; it explodes after it’s already been embedded). The range increment for this and all other magical arrow spells is 25 feet.

    Magical Arrow Barrage – Summons three magical bolts of energy and hurls them at foes for a total of 3d8 damage. You may choose to target each arrow individually dealing 1d8 + 1/10 of your magic rank, rounded down, damage per arrow, or all three as a single attack, only adding your magic rank damage once. Unless targeting as a group, you must roll and resolve damage separately per arrow. Either way, all attacks made by this spell ignore 15 points of DT.
    For one layer of overglow these arrows can be made to explode on impact (this is not an AoE effect), making each arrow deal an additional 1d8 of damage. Layers of overglow can also be spent to double the amount of DT ignored by each attack. The range increment for this and all other magical arrow spells is 25 feet.

    Magical Arrow Rain – Summons five magical bolts of energy and hurls them at foes for a total of 5d10 damage. Arrows can be targeted individually dealing 1d10 + 1/10 of your magic rank, rounded down, damage per arrow, or all five as a single attack, only adding your magic rank damage once. Unless targeting as a group, you must roll and resolve damage separately per arrow. Either way, all attacks made by this spell ignore 20 points of DT.
    When used with overglow these arrows explode on impact (this is not an AoE effect), though the explosive nature of these smaller darts does not significantly increase damage - this does not cost a dedicated level of overglow.
    Layers of overglow can be dedicated to either create an additional 3 arrows (for an extra 3d10 of damage) per layer, or to double the amount of DT ignored by this spell’s projectiles.
    The range increment for this and all other magical arrow spells is 25 feet.

    Tears of the Goddess – You’ve gotten better at casting magical arrows than even the most talented alicorn (unless you happen to be an alicorn, in which case, Congratulations—you’re now the most talented alicorn at Magical Arrows!), and can unleash a deluge of up to 10 magical arrows. Arrows can be targeted individually dealing 1d12 + 1/10 of your magic rank rounded down, damage per arrow, or can be grouped together to deal larger amounts of damage in a single blow, only adding your magic rank damage once per group. Each arrow group deals Xd12 damage + Magic bonus, where X is the number of arrows assigned to the group. Each targeting group or single arrow must roll to target and resolve damage as a separate attack. Groupings must be declared before targeting rolls are made. All attacks made by this spell ignore 25 points of DT.
    Layers of overglow can be dedicated to either create an additional 5 arrows (for an extra 5d12 of damage) per layer, to double the amount of DT ignored by this spell’s projectiles, or to cause the arrows to explode on impact. Arrows that explode on impact deal 2d12 damage – an additional 1d12 of damage per arrow (note that this is not an AoE effect).
    The range increment for this and all other magical arrow spells is 25 feet.

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