March 11, 2022
Hi there! Wanted to think out loud about how attributes work. It’s been awhile since I thought out loud about design stuff.
Attributes: A history So Attributes (or Approaches) are a standard LUMEN feature: they usually describe the way you’re going to tackle some obstacle and you roll that number of dice. In a typical LUMEN game that’s usually where they start and end. There are typically three of them.
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March 10, 2022
Hi there!
v0.1.1 is out! Most importantly in this updates is the fact that it now has an epub release. I also tweaked a few things across the board though - typos, oddities, inconsistencies, and one or two “feels better” style changes.
I’ll be doing more substantial changes over the next few weeks, so stay tuned.
Until next time!
(Read the original on itch here!)
February 12, 2022
Hi there! As you can guess by the title, I’ve got two sets of news. I’ll start with the fun one, some minor updates.
Core Updates Arc Mortar got a clause stating that its Harm isn’t reduced by anything that isn’t Armor or Shields. This is because of edge case interactions that came up such as Long Range Optics or the Interfering tag reducing Harm when used with it. (It also has Piercing by default so it typically ignores Shields in most cases, but that’s worded as such so there’s no confusion about interaction with things like Praetorian’s Tyrant Trait.
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January 8, 2022
(Updated 5/13/22)
Hi there! Not a development log for once. This is just a thread about how to run AF online on roll20. (There’s no character sheet for roll20 yet, but making one is on my backlog.)
After running this in person for months, my home group has gone remote again, at least for now. This isn’t a problem - we’d played remote for about a year and change until everyone was vaccinated - but last time we played remote, we weren’t playing something that needed a grid.
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January 4, 2022
Hi there! A few minor changes now that I’m getting some new eyes on the game (and now that I’m actually playing it instead of just running). v0.3.6 was the first 3 of these only so I figured it wasn’t worth a devlog, but the others are enough to justify.
A bunch of typos and copy/paste errors were fixed. I still had the 0-Tension rule in (gain 1 if you end the turn at 0), which was supposed to be taken out in favor of build traits.
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December 27, 2021
Hi there! Just released an update that covers a few things.
Wording Updated wording in a few places for clarity. Thanks very much to False Idol Workshop for help with this!
Tags Some changes to mostly Armament but some System tags:
Charge is now +1 die instead of +1 Harm, and only counts from the start of the round. This gives it more of a reason to exist, the every other round situation hasn’t made sense since the v0.
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December 21, 2021
Hi there! I’m going to highlight something that I think turned out pretty well with BURNOUT: the Fade check mechanic, which is the “primary” mechanical system of BURNOUT. It’s the thing that controls, well, the burning out of the Sunwell. I don’t think I’m anywhere close to the first person who’s done something like this, but I want to highlight something that worked because I think it’s a neat twist on the existing LUMEN dice mechanic as well as something that can produce a lot of interesting and diverse outcomes.
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December 15, 2021
Hi there! At long last, ACES HIGH is out! In it you’ll find:
6 Experimental Armaments, 6 Experimental Modular Systems, and 3 Experimental Frames (which include new Integral Systems, Integral Traits, and Build Traits). Some notes on running APOCALYPSE FRAME as a campaign, including Crisis Advances (making your enemies stronger over time, including 3 new standard enemies) and Ace Advances (new benefits and functionality to improve your Aces over time). Tyrants!
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December 11, 2021
Hi there! Some minor changes prior to ACES HIGH releasing.
Look and Feel Everything has been revamped a bit visually. I have a real bold font now! Fixed a few typos/similar. Armaments Grenade Launcher swapped Splash for Close. Splash only operates on a 6 now so it’s not nearly as helpful on a Grenade Launcher. Close/Near with Incendiary, however, is situationally very useful. Default loadout switch: Gatling on H1-VANGUARD was switched with Electrolaser on L3-GLADIATOR.
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November 27, 2021
Hi there! This time, I’m talking about Druid and Necromancer! Two weird 13 True Ways classes that I did weird things to. Both are (in my opinion) way more interesting than their initial incarnations.
The Original Druid The original druid is almost certainly the least functional class in 13th Age. It’s hard to summarize the ways in which it’s a mess, but in short: tons of spells, separated spell lists/progressions, no class features/default spell list but it used two-tier Talents.
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