October 12, 2021
Hi there! Last time, I covered the basic stuff that goes into each character. Now, we're going to go over what you need to make a character. There's really not much to it (which is the point!) so this one should be short.
In general there are five steps. All but one of them (Class, which we'll dive into last) barely involve mechanics in the Crunchy Game sense - rather they're about defining how you interact with the world.
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October 11, 2021
Hi there! As promised, v0.3 is done! This one was a more extensive change than v0.2. See the devlogs tagged as v0.2 -> v0.3 for more details on why I made any given change.
Resources
- A third resource, Ammo, has been added to Frames. Tension and Ammo are distinguished from each other as follows:
- You may spend Tension to gain another action on your turn or reroll an attack. Tension is regained from Drops as usual (as well as from certain Build Traits). You can no longer use Tension to reroll Attribute rolls.
- You may spend Ammo to use an Integral or Modular System. Ammo is not typically regained until the end of the mission.
- Resources on each Frame have been tweaked to account for this.
Attributes
- Attributes no longer govern attack rolls. However, they add to your Frame's maximum resources:
- Drive adds to maximum Vigor
- Speed adds to maximum Tension
- Control adds to maximum Ammo
- For 3/6 kinds of Frame Damage, something that didn't take a roll now takes a specific kind of Attribute roll instead of asking for one in general.
- You can now set your Attributes to 2/2/2.
Traits
- Each Frame now has a Build Trait. In this release, this is either Light Build, Medium Build, or Heavy Build.
- These tie into Vigor and Tension, further differentiating Heavy, Medium, and Light Frames.
Armaments
- Armaments now have a number of dice listed next to each. This is the number of dice you roll (barring any changes from traits, tags, conditions, etc) when attacking with that Armament.
- Each Armament and Backup Armament was rebalanced with this (and general variety) in mind.
- Six new Armaments have been added, bringing the total to 18 Armaments.
- Some tags now do different things.
Systems
- Systems now use tags by default.
- Six new Modular Systems have been added, bringing the total to 18 Modular Systems.
- Some existing Modular Systems were altered.
Frame Damage
- Leg, Shoulder, and Core damage now indicate which Attribute gets rolled.
- In addition to the standard Vigor/Tension restoration and +max Tension, you regain 1 Ammo when you gain Frame Damage.
Other
- Changed the example round of combat based on the updated ruleset.
- Advancement has been tweaked slightly (you can now buy into non-random tag advancement earlier).
- Some enemies were tweaked a bit.
- I'm sure I did changed something I forgot to mention here.
Quality of Life
- Both Pages and Spreads are now available.
- I may experiment with other formats for
- Rearranged where Frame information lives.
- After descriptions, everything for each stock model Frame is simply listed out in one spread.
- Traits and Integral Systems are listed in the next few pages.
- At the end of the book, each Frame has two sheets: one that's a pregen stock model with Attributes pre-assigned and extra Resources pre-calculated (and what every tag/term does listed), and one that's empty (with dotted-line boxes for filling in your maximums based on your Attributes). Both have extra dotted lines on Tension (in a more faded gray) to account for Frame Damage.
I'm going to be rethinking the ACES HIGH content (at least the Ace-facing equipment stuff) based on these changes, but also I'm focusing on releasing my 36th Way SRD and that's going to happen first, so stay tuned.
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October 8, 2021
Hi there! I'm gonna talk about a lot of the other basics now - Attributes, Skills, and Icon relationships.
Death to Ability Scores
So ability scores in 13th Age and its predecessors are awful. I don't like them, and in 13th Age especially they're basically vestigial. They act mostly as a gate for certain classes, as half of the noncombat calculation (alongside Backgrounds), and a way to screw up chargen. There's a few other things they do for combat, but it's not much of interest. They add to defenses, HP, and some classes do something with a non-main Ability Score every once in awhile. There's no reason these values couldn't be set, say, by class for the most part.
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October 7, 2021
Hi there! I'm going to be writing a bunch of devlogs about everything in 36th Way, in pretty much the order I developed it. This one's about the most basic mechanics of 36th Way: rolls, Advantage, and Disadvantage.
Why 3d6?
13th Age uses a 1d20 in a fairly typical way for most things: roll it, add your level and maybe 1 or 2 other things, see if it's bigger than something else. I've never liked the d20 in any game. So when I started this project it was the first thing to go. 3d6 has the same average as 1d20 (10.5) so it seemed like a logical choice - and especially because at the time I thought I was just going to change the die, a few mechanics, and the starting 4 classes and keep everything else the same. That didn't last, obviously.
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October 2, 2021
Hi there!
I want to talk a bit about one of the bigger v0.3 changes: Ammo. That is to say, I'm adding it. If you haven't read my initial 0.3 post and my Armaments and Dice post please do! But to recap, Tension is being split into Tension and Ammo: Tension handles rerolls and grants extra actions, while Ammo is used to activate Systems. Tension can be regained by Drops (and by another method - we'll get there), while Ammo is either only restored upon return or during some kind of mid-mission supply cache discovery. So that means each Frame has 3 Resources, Vigor/Tension/Ammo, which do very different things.
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October 1, 2021
Hi there!
As noted in my last post, one of the things I'm changing in v0.3 is Attack rolls keying off Armaments. I'm going to dive deeper into that here, think out loud about the balance involved, and see where that gets us in general. There's a bunch of math ahead. You've been warned! I promise it's going somewhere though.
Dice and Probability
I covered this a bit in my first devlog about v0.2's Attributes. The most important part, though, is the probability for each number of dice (0 and 4 won't come up much, but mostly for comparison):
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September 29, 2021
Hi there!
So as alluded to, I have some ideas about what I want to do next to core. I came to these conclusions both by playtesting the game (and by replaying Armored Core) to get a handle on what kind of feeling I wanted to capture. Right now AF is pretty close to LUMEN CORE in a few particular areas, and these changes would do quite a bit to push that further away. Let's get a bit weird with it.
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September 28, 2021
Hi there!
Sorry for the radio silence. I've been working at ACES HIGH and also preparing a different project (to be announced shortly)! ACES HIGH is basically done pre-editing in its current incarnation. But "current incarnation" is the key.
I've been thinking about the core mechanics and I'm going to make a few major changes to how certain things work - something that'll take things further away from core LUMEN and lean a little more some mecha concepts I wanted to emphasize. I decided that it would probably be more confusing to release it as-is given that fact. So my goal is to release an update to the core book, and once those changes are settled, propagate those changes to ACES HIGH. I'll make a follow-up post detailing the concepts there.
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September 14, 2021
Hi there!
Tyrants were the biggest reason I decided to fast-track this expansion over creating premade missions. If you'd been paying attention to v0.1.0, you might have noticed that Prime enemies got a downgrade between versions. This is because originally Prime enemies were supposed to fill the role that Tyrants currently fill. But as I playtested, I decided they needed to be their own thing.
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September 9, 2021
Hi there! In this post I'm going to be talking about the Campaigns section of the upcoming Aces High. Specifically, the mechanical bits: Crisis Advances and Moonshot Advances.
Crisis Advances
The idea behind Crisis Missions is that they're intended to add points of challenge and tension to an otherwise power fantasy-oriented game. But when the consequences are simply narrative, this can create a disconnect when the Aces' actions are otherwise unaffected by these encounters that are supposed to signify increasing danger to the place they call home.
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