ARB 2.0 Playtest Packet Version 0.8 (9/28/16)Bryan Gregory

ARB 2.0 Playtest Packet Version 0.8 (9/28/16)Bryan Gregory

ARB 2.0 Playtest Packet version 0.8 (9/28/16)Bryan Gregory

Table of Contents:

Contents

1.Introduction

1.1How To Playtest

2.Effects and Delivery Changes

2.1Qualifier Changes

2.2Defenses

2.3Effect Changes

3.Weapon, Armor, and Combat Changes

3.1Shields and Armor

3.2Monster Abilities

3.3Combat Changes

4.Spell Changes

4.1Signature Spells

4.2Storm Spells

4.3Spell Lists

4.4Additional Spell Changes

4.5Wand Changes

4.6Spell Incants

Version A:

Version B:

5.Skill and Character Changes

5.1Racial Updates

5.2New and Changed Skills

5.3Purchasing Skills

6.Alchemy and Traps

6.1Alchemy Changes

6.2Trap changes

7.High Magic

8.Magic Items

Appendix 1 – Changes from Prior Version

1. Introduction

Welcome to the Alliance Rulebook 2.0 playtest packet! This packet contains all that you need to know to try out some of the proposed 2.0 rules. There are a lot of changes, but we’ve tried to summarize them to help make them easier to pick up. Not all rules changes which were voted in have been included here, only those which might affect the mechanics of the game as played. Some specific passages are in bold, to help players zero in on key changes or reminders. It is entirely possible that proposed rules may change in minor or major ways from what is outlined here – that’s what playtests are for – so playtesters should not assume that anything in this packet is final.

In many places we’ll go over the differences from the current (version 1.3) Alliance rulebook, so keep it open while you read this document!

To assist participants who have already gone through a previous round of playtesting, changes can be found in red throughout this document. These will highlight differences from the playtest documents of the prior round.

1.1 How To Playtest

Each playtest location will have one specific person in charge of running the playtest (the Playtest Coordinator). This person is expected to thoroughly read over this packet and communicate questions (whether their own or from other people in their playtest group) back and forth with ARC and the Alliance GM. The Playtest Coordinator should set up times and locations for playtests to occur. Please keep in mind that playtests will not award XP to any Alliance characters and should not be considered Alliance events.

Anyone may apply to join a Playtest. The Playtest Coordinator in each Chapter has final say on allowing players to join or not based on availability, timing, and a player’s willingness to adhere constructively to the spirit of the playtesting process.

Once a group of playtesters has been collected, the Playtest Coordinator should go over the packet in detail before getting out on the field. This will help them answer questions that come up and make sure everyone understands what is needed. Each playtester should come up with a version of their existing PC(s) under the new system as well as one or two character concepts at different levels. This initial meeting is a great place to go over characters for the playtest. In addition, a collection of pre-generated characters, monsters, and magic items are available to the Playtest Coordinator; these should be handed out to players to try out over the course of the playtests.

After the playtesters have created characters and gone over the packet with the Playtest Coordinator, a playtest can be set up in any suitable location. Each playtest should be set up with a variety of scenarios - everything from free-form battles among PC cards to battle encounters and wave battles with the Playtest Coordinator handing out monster cards to some of the players. Roleplay encounters and character-building events should not be neglected, although the primary rules changes revolve around combat. We strongly encourage the Coordinators to run multi-encounter modules to better simulate a full day’s event. A Playtest Module has been included; this module must be run by the Playtest Coordinator at least once during a Playtest cycle so we can have a consistent baseline of player feedback on this item.

As a general rule of thumb, we encourage Playtest Coordinators to try a variety of equipment as well. Players using existing PC concepts should be allowed to playtest with (appropriately modified if necessary) their existing equipment. Players using new PC concepts should have appropriate equipment, including (as a general guideline) at least two batches worth of production items which they could create.

Following each playtest, every participant should fill out a feedback form. This will be sent out by the Alliance GM and/or ARC to the Playtest Coordinators. Turning in feedback is an essential part of playtesting.

Additional playtests and updates to this Playtest Packet may be sent out at later dates to the Playtest Coordinators.

2. Effects and Delivery Changes

Many of the core ARB 2.0 changes come down to how various effects, deliveries, and qualifiers work. We recommend that you first take a quick review over pages 96, 97, and 98 of the current ARB to remind yourself what effects, deliveries, and qualifiers are. The basic idea is that any call you make against another player is given via a delivery (the physical mechanism for the attack – a swing of a weapon, a packet, drinking a potion, etc.) and should include an amount (if applicable), a qualifier (how the attack is being delivered, i.e. “Spell” or “Elemental” or “Weapon”) and an effect (what exactly is being done, for example “Flame” or “Prison” or “Normal”).

Weapon swings still use an implied qualifier. When swinging a longsword for a normal swing, for example, a character will call “2 Normal”, not “2 Weapon Normal”. If you are struck by a weapon with no other qualifier, the Weapon qualifier should be assumed.

2.1 Qualifier Changes

None of the Alliance deliveries have changed, but the qualifiers and effects have. First off, the “Magic” qualifier is removed and replaced entirely with “Spell”. This was to eliminate the confusion between having “Magic” both as a qualifier and an effect (from a Damage Aura sword or some monsters). Any time you hear “Spell”, it means something’s being delivered via a magic spell or some other similar magical source like a monster’s innate pyramid or a Ritual effect. Similarly, the “Spell Strike” verbal is removed – now you just need to use “Spell”. The applicable defenses (Magic Armor, Spell Shield, Resist Magic, etc.) have all been reworked to trigger based completely on the qualifier of the attack, so there’s no more exceptions for Spell Strikes in those places. The “Spell” qualifier now consistently works when it hits a target or their possessions, no matter what its delivery.

The “Skill” qualifier has been completely removed – you no longer need to say “Prepare to Die” before using a Slay, Eviscerate, or any other skill which previously required it. Slays and Assassinates are changed to simply be swings with a bigger damage amount, while other abilities which were previously Prepare to Die are simply swings with a different effect.

The “Damage” qualifier has been replaced by a “Weapon” qualifier, which is the default for any weapon swing (or bow shot) unless it is explicitly changed to some other qualifier (like “Spell” for a Spell Strike). This means that most weapon swings will just have a number and effect (just like today) – for example, “3 Normal” or “20 Silver”. Some defenses – like Parry, Magic Armor, or other weapon-specific defenses – have changed to specify that they work against any attack with the “Weapon” qualifier. This helps eliminate some exceptions.

In pretty much every case, it’s safe to assume that you can deliver any attack by clearly stating its amount (if applicable), qualifier, and effect. This has been clarified for many things, including magic items where you now need to clearly identify the delivery along with the “Activate” keyword. All other existing rules for activating a magic item remain – you need to be able to speak, activating a spell still requires the incant if you couldn’t memorize it, etc. For example, a player with an activatable Silence (with a 5th level Earth spell slot on their character card) would now need to call “Activate Spell Silence!” when throwing the packet. This clearly identifies to the target that they can use any defense which works against the “Spell” qualifier.

2.2 Defenses

Defensive calls have been significantly streamlined throughout the system. Each defense is classified as one of the following standard four categories:

Guard: This type of defense is used to completely block a single attack. In general, these denote expendable skills, spells, or abilities.

Return: A specific defense was used against the attack, and the attacker will automatically be struck by whatever the original attack was. They may use any applicable defenses they have against this Returned attack. Keep in mind that any single source of a Return (such as a Bane or Riposte) may be only be used once by any single combatant on any single attack.

Reduced: The effect of the attack was reduced by some partial amount.

No Effect: The attack was completely ineffective.

When calling a Defense, you only call the name of the specific ability that you’re using (just like in the ARB 1.3). For example, if you use a Dodge, the appropriate call is “Dodge”. At any point, a player may make the quick OOG question “What does that defense do?” to which the person calling the defense should reply with the appropriate category above (e.g. “Guard”, “Return”, etc.)

Defenses are classified as either Smart or Dumb in their description. Smart defenses may be used at the discretion of the player against a specific attack, but may only be used when the character is conscious. Examples of Smart defenses are abilities such as Cloak and Resist Binding. Dumb defenses will go off against the first attack which they would activate against, even if the character is unconscious. Examples of Dumb defenses are Spell Shield and Elemental Shield.

Resist abilities are special. These defenses represent innate abilities of a creature's body, not the layered defenses of martial skill, magic, and rituals. Unlike other Smart defenses, Resists may not be used until all applicable Dumb defenses are expended.

Existing defenses are reclassified as below; this table lists whether a defense is Smart or Dumb and how it is classified. For example, a Dodge is a Smart Guard meaning that the player may choose when to activate it (Smart) and that it stops a single attack completely (Guard).

Dodge and Racial Dodge: Smart Guard

Resist <type>: Smart Guard

Evade: Smart Reduced

Parry: Smart Guard

Riposte: Smart Return

Immunities: Dumb No Effect

<Type> Guard: Dumb Guard, renamed to "<Type> Block"

Phase: Smart Guard

Reduced Damage: Dumb Reduced

Threshold: Dumb No Effect

Elemental Shield: Dumb Guard

Weapon Shield (Magic Armor renamed): Dumb Guard

Poison Shield: Dumb Guard

Spell Shield: Dumb Guard

Reflect Spell (Reflect Magic renamed): Dumb Return

Cloak: Smart Guard

Bane: Smart Return

Protection Aura: Dumb No Effect

Spell Parry: Smart Guard

Render Indestructible: Dumb No Effect

Strengthening: Dumb Guard

Paste of Stickiness (when Disarmed): Dumb Guard

Spirit Link/Lock (when Disarmed): Dumb No Effect (you still need to put the item behind your back for 5 seconds)

Finally, characters may now find out if some unexpected effect healed their target to represent the fact that in-game this should be apparent upon careful inspection. A player may challenge another player, after striking them with some offensive effect, and ask the out of game question “Are you healed?” to which the challenged player must reply truthfully (out of game, of course).

2.3 Effect Changes

The 2.0 rulebook will have a significantly smaller set of effects and effect groups. The intent was to streamline the system by reducing effects which were very similar to other effects without losing the flavor of the system long-term players know and enjoy. While not all players need to memorize all the changes, we strongly recommend that those who memorize spells look over the sections below which are pertinent to their characters.

- Alteration: This effect group had four nearly-identical effects: Feeblemind, Laugh, Nausea, and Vertigo. They were different only in how exactly they took a character out of a fight. These were consolidated down into one effect, Enfeeble, that can be RP'd with any of the four old effects at the target’s choice. To maintain flavor, specific RP can be instructed with the effect for some monsters. In addition, Antidote was moved from Healing to Alteration to maintain consistency with other "fix this effect group" type effects (Release, Awaken, etc.). The game mechanic for the new effect is basically “Cannot use Game Skills, may not Run”.

- Binding: Web was removed as an effect since it entirely duplicated Confine. Slow was added as what used to be the Disease effect (see the Necromancy changes below). Bind was updated to allow targeting of either "arms" or "legs" and Pin was removed as a side effect. Entangle was removed as duplicative; we recommend that creatures which previously used it (e.g. Spiders) instead throw packets with "Weapon Bind <arms or legs>".

- Coating: Vorpal Coating was changed to something that comes with a number (so Serious Vorpal Coating would now be “10 Vorpal Coating”). Quicksilver was removed.

- Command: After several years of text updates and clarifications to make the intent clear and remove loopholes, Charm is updated to state that the specific commands which the ARB 1.2 Dominate can be used for may not be refused by the subject of a Charm. This makes Dominate duplicative and results in its removal. Finally, Command effects no longer override each other. This restores the original intent of spells like Shun (which are currently used as a substitute for Awaken).

- Curse: Curse was changed from a "each spell has its reverse as a specific removal" paradigm to a "one spell cleans up everything from this Effect Group" paradigm (similar to Binding with Release, Command with Awaken, Alteration with Antidote, etc.). Cleanse was added as a new effect to fix all Curses on a target (and is a new spell at Earth 4). This eliminates the Remove Curse effect group entirely. In addition, Death was moved from Gift to Curse (see the Healing and Necromancy comments below for more on the intent behind this change). Note that this means Death will affect many more creature types than it affects today, expanding its use and desirability (to balance out the change in utility from Life/Death reversability).

- Damage: Removed entirely due to common confusion with Necromancy and severe underutilization.

- Eldritch Force: Some of the Summoned Force group (Disarm, Shatter) was moved into this Effect Group and Enflame and Destroy were removed entirely. This allows us to remove the Summoned Force effect group as a separate entity. A new effect, Mend Armor, has been added to this school, replacing the old Shield spell (and changing what it does). Stun Limb was moved to this effect group (and added as an 8th level Celestial spell).

- Evocation: Existing Evocation effects and spells were consolidated down into a single spell at every Celestial spell level which will allow the caster to manifest the chosen element at an amount appropriate to the spell level. Flame, Ice, Stone, and Lightning were moved into the Evocation Effect Group to better track their intent. Evocation now covers all Flame, Ice, Stone, and Lightning effects, eliminating a lot of player confusion in questions like "wait, Flame Bolt is Evocation but 20 Spell Flame isn't?". Finally, the Magic damage type (used by Magic Storm and Damage Aura weapons or effects like Magic Blade, Race Reaver, Monster Slayer, etc.) moved to Evocation.

- Gift: Removed entirely (see Curse, Healing, and Necromancy comments for details).

- Greater Command: Remove Greater Command effects were moved into this Effect Group for simplicity. Love Potion #9 was removed as a duplicative effect. Remove Terror was added as a specific effect so each Greater Command effect has a specific antidote (Amnesia has its own special removal rules which are preserved).

- Healing: Existing Healing effects and spells were consolidated down into a simple spell at every Earth spell level which will allow the caster to manifest the chosen type (Healing or Chaos) at an amount appropriate to the spell level. Earth was removed as a separate damage effect, replaced in all cases by Healing. Life was added to this school with its reverse changed to the new effect Corrupt (see Necromancy below). This brings Life more in line with its in-game expectations of a Healing spell of great power and allows us to eliminate the tiny Gift effect group. Finally, with the addition of a Cure / Cause Wounds spell at every level, the Help / Harm Undead spells were removed.

- Necromancy: Existing Necromancy effects and spells were consolidated down into a simple spell at every Earth spell level which will allow the caster to manifest the chosen type (Healing or Chaos) at an amount appropriate to the spell level. Disease was updated to prevent all healing for 10 minutes as an Earth 4 spell (and Slow was added to Binding). Corrupt was added as an effect which instantly slays a living target and raises them as a Greater Undead under control of the caster as the new reverse of the Life spell. Other Necromancy effects had some additional minor changes for ease of use (such as Wither removing the functionality of all limbs, not just one at a time). Finally, with the addition of a Cure / Cause Wounds spell at every level, the Help / Harm Undead spells were removed.