C Changelog
v0.6.2
- New:
- Added list of consequences to inspire the GM (PbtA moves)
- Started to define a GM section, which reached conclusions: see below
- Changed:
- Reduced in 1 the number of skills (also for expert)
- Renamed wounds to Trauma
- For weapons, separated tags table from weapons examples
- Moved +/- 1d as advantage to Effect
- Changed text on consequence to align the execution of pace and * crawl moves
- Risky actions are also applied in time consuming actions
- Adjusted to all copyrights used
- Text and aesthetics:
- Simplified text around saves
- Several text improvements
- Conclusions:
- Reached a conclusion that the current framework of Terra is not fit for purpose.
- v0.6x will continue to be maintained for the ongoing games, but development will be diverted to TerraOdd
v0.6.1c
- New:
- Implemented list of skills, and skill sub-system
- Added character sheet in txt file
- Changed:
- Conditions / Ego recover are triggered by Panic events
- Started aligning advancements with -WN for conversion of Hostile
- Changed archetypes based on CWN/SWN, they influence skill groups
- Either use skills or add an attribute
- Starting to expand new approach to Challenges
- Improved sub system for Effect and applied it to initial list of weapons
- Advancements: Dodger to human unarmed
- Simplified weapon tags
- Extended the weapons list based on new tags
- Reorganised Challenges chapter
- Reviewed challenge disposition and implemented Challenge morale
- Text and aesthetics:
- Improvements on Taxonomy.
v0.6.0
- Merged back changes implemented on Degenesis game.
- New:
- Design principles are made explicit in the appendix
- Some examples are added
- Changed:
- Skills are renamed to Attributes
- Attributes are renamed to Saves
- New approach to wounds (more gritty)
- New approach to Ego and Grit recovery
- Improved list of Advancements
- Expanded and improved Equipment
- Modified approach to Effect (modifier of roll, instead of minimum)
- Removed:
- Simulations details
- Text and aesthetics:
- New level of headings to align with game forks
v0.5.3a
- New:
- Sayonara mechanic.
- Magnitude table.
- Changed:
- No Malaise on a roll of 1.
- Taking a wound avoids one instance of damage.
- Rate of advancement changed from x2 to x3.
- Challenge text reworked for clarity.
- Text and aesthetics:
- Improved text around Attributes and Saves.
- Reorganised Wounds and Malaises in the same place.
- Reference aesthetics in italic implemented for the remaining topics.
- Reorganised Effect and Challenge headers.
- Swapped section titles and text fonts.
- Fixed changelog sync and publish.
- Base version for Degenesis campaign.
v0.5.2
- New:
- Maximum in Skills is 10d.
- Changed:
- Specialist and Inept are now based on WuDu’s implementation for Skills.
- Malaises (from Wounds) are improved.
- Advancements do not increase Grit in 1, minimally.
- Renamed weak and strong Effects to Reduced and Increased.
- Removed:
- Skill limits beyond 2d (only max Skill applies).
- Montages.
- Text and aesthetics
- Skills points now refer to dice (beta)
- Corrected name of attributes where it was still wrong.
- Reference aesthetics in italic implemented for: Archetype, Risky Actions and Making a Game.
v0.5.1
- Suggested that a cohesive group shall be created, before individual character creation.
- Reduced number of Skills per Attribute to 2.
- Implemented system for gathering experience.
- Specialist and inept advancements are based on Cepheus skills.
- Changed:
- Changing
code
references to italic.
- Changing
- Minor:
- Added link for new character sheet.
- Improved general texts
- Removed:
- Since attributes are already simplified, removed the further simpler 3 attribute version.
v0.5.0
- Major revisions on system:
- Attribute and Skills approach is now leveraging the Forged in The Dark SRD.
- Grit (and Wounds) have been revised, while reorganised text for Ego, maintained statistics for both.
- Re-wrote Advancements and Conditions to match changes of Attributes, Skills, Grit.
- Brought back the Precision and Effect trade-off in a single roll (from v0.3x), with an improved approach
- Reviewed Advancement statistics and approach
- New:
- Character Sheet for download
- Short Equipment section
- Expanded the section for Making a Game
- Wounds section
- Copyright for FitD
- Removed:
- Removed simulations from published book (for now)
- Copyright for Trophy
- Text and aesthetics improvements:
- Changed text font to match Character Sheet
- Changed game concepts aesthetics to
code
. - Several text improvements due to changes required by system revision
v0.4.5
- Re-worked the HP/Wounds sub-system
- Made Skill list more specific
- Added Advancements and Conditions
- Simplified the level-up sub-system
- Text improvements
v0.4.4
- Added simulations to validate expected game mechanics statistics
- Aligned Challenges Disposition based on simulation
- Aligned HP and Ego based on simulation, and target compatibility with BLB
- Changed how HP and Attribute loss works
- Changed Attribute names
- Renamed Chance rolls to Risky Actions rolls
- New mechanic for gaining levels and improving skills
- New mechanic for Challenge Montages
- Added fortune die section
- Moved images to local references
- Text improvements:
- Character creation summary
- Attribute loss and skills
- Effects, including complications
v0.4.3
- Redefined Attributes and Skills values (kept statistics)
- Several table aesthetics improvements
- Expanded description of Challenges and Weapons
- Simplified Advancement
- Improved Chances text
- Created this Changelog
v0.4.2
- Finalised book aesthetics.
- Aligned with target statistics (BLB).
- Featured now generic content for Archetypes, Advancements and Conditions to replace their placeholders.
- Polished text and fixes.
- Added Make a Game section.
v0.4.1
- Started improving book aesthetics.
- Concept SRD might be complete.
v0.4.0
- Selection of Success, Effect and counter in one single roll proven to be complicated at the table. Chance roll is now separated from Effect, dark dice consume Ego.
- Changed Attribute names.
- Play tested with Trophy Dark’s Throne of Forest Queen scenario.
v0.3x
- Rolls converted from 2d6 + mod to xd6 dice pools. Choose one die for success and one die for Effect. Dark dice determine counter effect from Challenges.
- Playtest with Kult’s Driver scenario, children and alone.
- Needs further simplification for fast playing.
v0.2x
- Simplified the challenge die to a target number. Game runs on d6s only.
- Playtest with children and alone.
- Maths and selection at table are still convoluted (and might work bad for Discord games).
v0.1x
- First version, where 3d6 + mod are rolled with a challenge die (d4 to d20). Player choose 2d6 + mod for success, 1d6 for effect.
- Playtest with children and alone and it felt convoluted.