First, ever since the Kickstarter ended, we've had people emailing us to see if they could upgrade their reward. Now you can! If you already have a Boggart, Scout, Vanguard, Beacon, or Guildmaster reward, head over to the Conclave Store. You'll see that you can now upgrade your reward to as high as the Spireguard level. Take advantage of upgrades now, because we won't be keeping them - or our current pricing, or even many rewards - available for long. Our plan is to change over the store to sell pre-orders of the game itself, rather than Kickstarter rewards, in early January, and prices will increase at that point.
Probabilities and success tiers
Second, we've changed the way probabilities are calculated in the game, as well as the results of different levels of success when trying to hit somebody in combat. Previously, there were three success tiers you could achieve when making a check - "normal", "great", and "epic" - and there was a very large probabilistic gap between "normal" and "great" success. Now there is a new success tier between "normal" and "great" which, all other things being equal, you'll achieve about half the time. Additionally, we've thrown out the old "epic" success tier entirely. You can explore the full probability table in the Quick Reference.
The way different levels of success affect the damage you deal with an attack has now changed as well. The end result is that you'll deal damage and create conditions about as often as before, but the details have changed. Now, a normal success only deals between minimum damage and "midpoint" damage: halfway between minimum and maximum damage. For example, if you deal 2-6 damage with your attack, a normal success will produce 2-4 damage. A solid result deals between midpoint and maximum damage (4-6 in the previous example). And a great result deals maximum damage, and also creates a negative condition. (Because great results happen just as often as before, you'll also have the same chances of creating conditions with your attacks as in the past.) So do what you can to get those solid and great results: they make a big difference in the damage you do!
Condition recovery and maintenance
Third, the way we handle recovery from negative conditions - and maintenance of positive ones - has changed. The old system turned out to be both broken and difficult to fix without an overhaul. (In fact, part of the reason for the introduction of the new "solid" success tier was to help us sort out condition recovery and maintenance, and make it sane and relatively easy to understand.) Under the new system, you always need to make a solid check to get rid of bad conditions or keep good ones; recovery gets easier each round, and maintenance gets harder.
Here are more details of what happens after you receive a condition:
- At the end of the round, if you took a major action after receiving the condition, there's a chance it will expire. If you didn't yet take a major action, the condition is guaranteed to continue. (This makes sure that characters always get at least one chance to take advantage of a positive condition during their major action. Note that things have always worked this way, but we've never been explicit about the mechanic before.)
- On the first round after receiving the condition, you make a check against one of your traits. The trait depends on the condition; you can see details in the Quick Reference. If you get at least a solid success, you get rid of the condition if it's negative, or maintain if it's positive.
- The first time you make this check, it's at -3 if you are trying to recover from a condition, or +3 if you are trying to maintain one. Each round after that, recovery gets +1 easier, while maintenance gets -1 harder.
Finally, we've changed the modifiers that unnoticed and vulnerability produce. Previously, unnoticed didn't help you Dodge at all; much of the time, this didn't matter, because you can't be targeted when you are unnoticed, but you can still get caught up in area effects where Dodge applies. Now, unnoticed gives you +2 to Dodge.
Vulnerability used to give a -2 to Dodge. This was pretty nasty, especially given that vulnerability also opens you up to being attacked with a variety of strong abilities (especially from Rogues). Now it gives -1 instead.
As always, we look forward to your feedback on these changes!