Wednesday, April 3, 2013

WAR Accelerant 1.2 Changes

Instead of a Header Spotlight today, I'd like to do a quick summary of the changes in the rules in 1.2.  I know we haven't run a game yet.  However, we still had some changes that we had to make, mostly because of great questions from our players.  Here's a quick rundown of the changes.  For a full run-down, check out the 1.2 Clarifications document, where all changes are listed.

Enjoy!

1. New Skill for Spellsword
Spellsword was lacking, particularly for a header that a lot of people were dipping in.  Channeling spells was way expensive Attribute wise, almost to the point where it was unnecessary.  So we added Practiced Channeling, which allows your first channeled spell after rest to cost no additional fire (you still need to spend the attributes for the spell).  You can buy it three times, allowing your first three channels after rest to cost no additional fire, which should be enough to get through most middlin' fights.

2. CP Cost Reductions
The following skills were reduced in CP cost: Intricate Flask (2 down from 3), Runic Extension (1 down from 2), and Smelling Salts (2 down from 3).  The changes to the flask and Runic Extension were made to mimic the other production headers, and a 10 second Cure Stun wasn't really considered powerful enough to warrant a 3 CP skill.  But only time will tell.

3. Some Spells are No Longer Spells
Force Wall, Chain Lightning, Force Bubble, and It Ends Here are all no longer spells.  There were a few reasons for this.  Force Wall and It Ends Here were both pretty awesome capstone skills that we felt were lessened by allowing them to be put into a wand.  Also, Force wall can be drawn with a weapon (since it's not a spell).  Chain Lightning was just way to weird to describe on a tag, and since we wanted all Wands to have the spell info on them, we decided to just make it an ability.  Force Bubble is a Disengage, and by Accelerant Rules, you have to have a weapon in your hand.  Since you can't cast a spell with a weapon, the easiest solution was to make it no longer a spell.

4. Balance Tweeks
The Acrobat's purge maim (3 seconds, no attributes) overshadowed the Warrior's Resilience (10 seconds, 1 Earth).  We swapped their durations to compensate.

The Shield Bearer could completely shatter the paper-rock-scissors against the Brute, as Partial Deflection could counter sunder, and it costs 1 Attribute less.  As such, it can no longer be used against attacks that already strike your shield (such as Sunder or Disarm).  If this becomes an issue for the Shield Bearer against the Blade Dancer, we may have to continue to balance it.

The Alchemist lacked compared to other production headers.  To compensate, Dilution can be used on any Concoction (was just elixirs), allowing a good Alchemist to effectively double their alchemy.

Searching for the Dead kind of sucked.  So now it CAN be used to find people who are in their 5 minute death count.  We'll see if this is too powerful.

Guardian's Protective favor could be broken, by people returning the favor and the guardian handing it back to bypass the 5 minute rest.  Now protection only happens after you rest for 5 minutes with the favor.

Armor repair in the field needed some love, so no Expert Smith can be used to "Refresh Armor" in 60 seconds.  If this becomes overpowered or over-purchased, we may have to readjust.

5. Production Prereg
You no longer have to Pre-register your production to get full use out of the production skill.  We'd still like you to (as it eases logistics), and giving tags to you during the game is way harder.  If it becomes a problem, we may revert back to reduced amounts to ease logistics, but for now, you will still get full effect if you show at an event you didn't think you were going to attend.

6. Weapon Specs
Yes, you can use an ultra-light two hander.  We also adjusted the lengths of some weapons, as they were typos (sorry Danny!)  Additionally, the minimum core for UL weapons was way on the small side, and has been increased dramatically to prevent the breaking of weapons and extreme whip.

How do you feel about the changes to the Rules?  Are you excited to see them in play?  Let us know in the comments!

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