Update!


I've been working on a series over on Cohost where I went through each of the playbooks to make sure I was happy with each one and reworked some mechanics. I realized too late that I really should have been posting those here as I was posting them there- but I am the worst at engagement.  You can find all those posts here, if you are interested in my process. But I do have a changelog here for everyone if you are curious about what got updated. The playbook sheets haven't been updated yet because they probably need a larger revision, but I should get to updating the current designs in a couple days.

Changelog (Class Acts)

Bard
Flawless Composition: now makes the first composition used each mission cost 1 load less. 

Berserker 
Dragon Slayer: Changed to “While attacking with a heavy weapon you ignore the opponent’s scale for being a larger size.” The prior version was too strong and overlapped too much with Smite.

Cleric
Channel: Added the ability to push yourself and heal multiple people with a single charge.
Divine Intervention: Change to “When a player suffers level 2 harm or greater, move a point of Doom over to Advantage.”
Dread Rebuke: Changed from Turn Undead.. Ability unchanged but added the clarification “When you take this ability you can work with the GM to choose a foe type other than undead that suits your god- it only affects the type of enemy for the remainder of the campaign.”
Sanctuary: Changed from Aura of Peace. Gains ability push to “pull someone from danger’s path” 

Druid
Wildshape: A charge now lasts until the end of the scene. This cuts down on bookkeeping and makes the move less incredibly powerful.
Animal Empathy: Lost potency and gained +1d bonus.
Command Elements: Control Fire expanded to include all elements. Expanded on what consuming an element can mean. Like the Back of my Hand: Stolen from Ranger playbook.
Pack Leader: Changed to “Whenever you lead a group action, improve scale up or down one level. If you lead a group action in combat, you may count multiple 6s from different rolls as a critical.” 

Fighter
Back to Back: Rephrased to be less ambiguous. 

Monk
Flurry of Blows: Changed to “You can spend multiple Advantage on a single roll.” Ki: Spending a charge now replenishes d6 stress. The old version of this ability was too weak and this offers some random chance but will always grant some healing.
Heaven’s Equal: Replaces Perfection of Body- “Spend a charge of Ki to raise your tier to match a foe. This includes any modifiers such as fine gear.”
Hidden Depths: Updated version of Martial Hero, replaced push ability to push an enemy back to instead be “sense what is hidden or false”. Throwing a foe back feels like a superhuman feat already.
Return to Sender: Replaces Deflect Arrows- “You may activate this before resisting harm to redirect the reduced harm at your foe. This will remove the highest die from the resistance roll.”
Walking the Earth: Replaces Needs of the Many- “You are a font of advice and experience. Each of your party members gains +1d to their first resistance roll each adventure.”

Paladin
Aura of Fear: clarification text added.
Tip of the Spear: changed to “When you participate in a group action, you give your allies +1d to resisting its consequences.” This works better narratively and with the changes to group actions. 

Ranger
Dual Wielder: “When engaging at close range with two melee weapons, gain potency.” Gives the ranger a non-ranged option and lets them do the other iconic weapon style. Also a fun ability for other martial classes to steal.
Like the Back of my Hand: Moved to Druid. Never Alone: Change to Nature’s Ally.
Seize Advantage: Changed to “You can spend Scout to use Doom as though it was Advantage. This moves the Doom over to Advantage as normal.” This empowers the move as you are still gaining Advantage for the party, but gaining a use immediately. Using advantage, adding one to your pool, and removing a doom from the GM for 1 use of Scout.
Woodland Stride: Changed “lead a group action” to “take part in a group action. 

Rogue
Backstab: Spend a charge to raise an attack's effect to extreme. The rogue can roll this attack with Stealth.
Serpent-Marked: Changed from Poisoner. “You are immune to toxins and venoms. You gain potency when using poison to harm others.”
Shadow Dancer: Loses ability to instantly hide and gains “Create a distraction that pulls attention where you wish “ 

Sorcerer
The Language of Spells: Removed +1d to resisting spells. The ability is interesting/useful enough and the addition makes it too strong.
Terrible as the Dawn: Changed “when attacking” to “when casting a spell”. Otherwise this is just the best martial multiclass in the game. 

Warlock
Altering the Deal- Changed so that 666 now triggers on any roll and not just a devil’s bargain.
Summon Monster- Increased initial cost by 1. Being able to summon an expert for 1 stress seemed too cheap.

Wizard
All Part of the Plan- Divination got a name change and clarification text.

Group Actions
Reworked to change the stress economy. A point of stress is generated for each 1-3 rolled as part of the group action which is then allocated amongst the participants as they see fit.

Crafting 
Added a section on crafting spells. Fleshed out the differences between spell levels so GMs can arbitrate what level a crafted spell should be. Nailed down what a composition actually is and what the difference between it and a spell.

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