NEWS Week 3 Updates

Discussion in 'Myth Maker News' started by Meta, Jan 15, 2016.

  1. We're steadily preparing for the second playtest next week. Most of our work concerns content for that test, but we've also been working on systems further out.

    Combat system changes
    • Parrying no longer applies to projectiles.
    • Standing up from prone only costs some of a character's movement, allowing characters to move or sprint after standing up, or even stand up as part of a dodge.
    • Physical interactions between creatures of different sizes have been streamlined a bit more. This will become relevant in the upcoming Ogre Battle playtest.
    • Tactics and Command proficiencies now grant their bonuses in all checks relating to Stealth and Awareness.
    • Several changes were made to the combat talents. Quick Draw was simplified, and also allows quick sheathing of a drawn weapon.
    • Added and updated equipment for the Seven Samurai playtest: Kusarigama, Shuriken, & Makibishi.
    Other changes
    • Work continues on the social system.
    #1 Meta, Jan 15, 2016
    Last edited by a moderator: Jan 25, 2016
    Krylanna and Acquaintance like this.
  2. " 1d less damage from your attacks"

    So modifier damage only on one size above difference?
  3. Correct. A thing is either larger in SIZE or larger in SCALE. There aren't a list of categories like, Medium, Large, Huge, Gargantuan, Colossal, etc. that are part of a creature's properties. You can think of it as two size categories in a sense, but it really just deals with the comparative size between two things.

    For example, in D&D a human is medium and an ogre is large, so that's one size category difference. In Myth Maker, the ogre is larger in SIZE than the human, so you apply the penalties and bonuses to their interactions. In D&D, a truly massive creature (like the tarrasque) has massive ability scores to reflect its scale. In Myth Maker, these massive creatures have the same stat distribution and it's these relational modifiers that matter when they interact.

    You can tell if something is a different SCALE than another thing if one can be an environment for the other (like a bug on a human). You can tell if it's a different SIZE if one is a lot larger, but not an environment. Players will have to decide on their own for beings that might be on the edge of that (say, a tiny mouse to a human). The mechanic is intended to create great storytelling experiences rather than be exact mathematical systems.

    Hopefully that's all simple and intuitive. You'll see these size mechanics in the third playtest.

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