February 25, 2023
So some of my early playtest feedback is that melee feels less good than range which...yeah, tactics games are sure like that, huh! I'm fixing to handle this in a few ways right now.
The obvious moves first:
Lower the utility of Far range attacks. (This is even more pronounced because 3/6 of my players have abilities that hit to Far - basically almost all of the ones in the book.
February 22, 2023
Hi there! Been awhile.
I’d been iterating on ANOINTED briefly over the past 6 months or so, and thinking about it more recently because of Dungeon23/ANOINTED23. As such I’ve finally gotten enough done that I’ve released a v0.1.4.
Brief list of changes:
Defenses are all now wildly different. Armor is now subtractive rather than the previous situation, and all Armor now has a Poise to it. The old system was fine but created a bunch of weird problems.
February 15, 2023
Valiant Horizon, Binary Star GamesJust not quite visually, at least not yet, as you can see.
Right now I've got:
Classes. Each Class grants a Trait, a Signature Ability (will get into this later), a Standard (at-will), and access to 6 1/encounter Powers and 2 1/encounter Reactions. Each Class represents a relationship with a former hero, FFV "hero's soul in a crystal lending you their power" style. I've got 12 Classes: Bard: Healing focused one, with some added offensive buffs and debuffs.
February 14, 2023
Feb 6-12 continued this trajectory.
Monday, 2/6: Point 5, the Camp A siege engine. If you get here, you can use it on any adjacent point - 4, 6, 7, or 9 - to (hopefully) instantly kill several enemies there. If you get a direct hit on the ballista at Point 7 (we'll get to it in a few days, but it prevents travel to/from point 7 except via point 9), it's destroyed.
February 9, 2023
v1.0.2 is out! A few more typos fixed, and the character sheet should print a little better (stuff is further from the edges).
Also, have a setpiece on me! This is one I made to end out my home campaign - feel free to use it for yours!
A flying fortress big enough to blot out the sun, its pointed prow clearly designed for intimidation. On its underside, enormous energy cannons create brief light sources of their own as they crackle violently to annihilate anything that would dare to stand in its way.
January 27, 2023
At long last, v1.0 is out! Featuring:
A reorganized body text, with a manuscript edited by Marx Shepherd A full relayout Art by Galen Pejeau and Mykell Pledger A few minor additions and rules changes If you have the game, you now have the final release version as well!
As per tradition, there was a release-version typo found on Efficient which has now been fixed in v1.0.1. (I’ll have the epub updated as well in a bit.
January 8, 2023
Pointmap from 1 to 9.A bunch of chicken scratch writing from January 2 to 8.(Previous)
So we're at day 8 for this Region. Here's the breakdown of what that looks like:
Thursday, 1/5: I wrote a new enemy (Scavenger) that I'm picturing as like somewhere between a hyena, wolf, and vulture. Tactics are to approach/surround (they have a very good move for this with Advance 4/Retreat 2) and pick off from there.
January 4, 2023
The Delta Sinkhole entry as above, now with a little map.The Half-Dreg entry and two points, as well as two combat maps.Three entries so far. Map is going on that first grid for space reasons. I definitely didn't screw up and write Point 1 on Jan 9th already. Ignore that (1) on the map for now. Combat maps for fights go on the grid on the right (they're hexes in the actual game, but the way I have it set up is basically hexes).
January 3, 2023
Ok. This is the part where I talk more firmly about the scenario. (See the map above.)
The goal of this scenario, as repeated from above, is the same goals as Level 0 in general:
Establish some "starting points" for characters, and give some playstyle options. Figure out, through play, what kind of people your characters were and are. (The Background mechanic is the obvious version of this, but even more subtle decisions inform a character.
January 1, 2023
The Delta Sinkhole entry.For my first Region I’m making the swamp.
The idea I have is basically a downriver swamp that was enough of a crossroads to build walkways over it. Over time, it’s been clogged with the detritus of centuries of war from upstream: materiel, corpses, undying warriors left as waste. The near-constant flow had attracted scavengers, making it hard to maintain; and eventually there was nobody left to maintain the walkways.