Beta is out!
So it has finally happened.
I finally decided that the core mechanics are settled enough that i dare call this beta.
Honestly, the changes are many, but there are very few glaring changes, rather just a mass of small changes here and there. So i'll list some changes, but i can't even remember all of them... i'm not very diligent in taking update notes. sorry.
Character advancement is something i added in Alpha 10, to which i've now made some tweaks. Decided that increasing proficiency is probably too broken, so that's reserved for special cases, not general leveling up.
Added difficulty classes to tasks. 9 levels of difficulty which add bonus or penalty to effective skill depending on the task to be done.
Still pondering the contents of Exceptional ability scores. Having very high or very low ability scores will now give characters certain traits that have mechanical effects.
Dice pool is now just action pool. characters start off with a pool of action points that they can spend during a combat round, after which the character will regenerate a set amount of action points.
Made text about sundering more unified through the entire document and reworded a bunch of combat related text.
a whole slew of minor adjustments to weapons, armor and mounted combat.
back text regarding trade, coinage, items and prices is pretty settled, but still needs some precision work on converting old coin symbols to new.
Religion in anmey carraid text needs to be moved away from core rules segment into lore.
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Get ACTM - Anmey Carraid
ACTM - Anmey Carraid
low fantasy TTRPG set in a fantasy world blurring the time period between early-medieval and high-medieval.
Status | In development |
Category | Physical game |
Author | Paasimus |
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