Closing in on Early Access V2
Pathwarden » Devlog
We're getting closer to Early Access v2 by the day. I'm getting close to finalizing the player-facing rules for the next version, and then I'm moving on to Lorewarden stuff. It's been a doozy, and there's quite a bit of changes, mostly just cleaning up the general design:
Early Access V2 will have:
- Some Feats and Boons now use your Path value instead of your level to determine their effectiveness, making them more appealing on lower levels.
- Hybrid Boons are gone, and instead they are consolidated to Magic and the new Skill Boons. The old system was clunky.
- Skill Boons divided by skill, rather than generalized. These are powerful abilities usable in combat, meaning focusing solely on the Skill Path is viable for combat capabilities, no matter your expertise. Some former Skill boons have also been consolidated as specific Skill Feats (Alchemy has become a Crafting Feat, for example).
- Skill Proficiencies are simplified, working on a yes-no basis, similar to Weapon and Armor proficiencies. You no longer have individual skill upgrades, but rather just have general Skill Proficiency and have your specialized skills. You can further improve and specialize in specific skills using Status or Item bonuses to your benefit.
- Spell Traditions are becoming an optional rule. Instead, you gain Spell Themes individually alongside your new spells.
- Spell Themes are going to gain new Magic Abilities, open-ended magics that function kind of like cantrips. You gain all the Magic Abilities when you gain a Spell Theme.
- Downtime has gained a new feature called Projects, which combine crafting projects and spell rituals into one mechanic where you progress a clock to gain the result. This is both a tool for Lorewardens to use in campaigns and for Players to use to get rid of curses, sanctify places, construct buildings and so forth.
- Hero Point rules have been finally written properly (yay!). A change to the Pathfinder 2e way of doing things is that each player can award a Hero Point to an ally (but not themselves) once per session, and the Lorewarden has a limited amount of Hero Points to give per session (equal to the players). I'm trying to use this to foster a more cooperative experience, and pressure the Lorewarden to give the Hero Points out since they are lost after the session. This will be playtested, so we will see how it feels in gameplay.
- Action Symbols have been removed for the time being, instead replaced with the kind of boring but clear (0), (1), (2), (3), (R), (E), (D). This might change again in the final version but I hope you understand.
- Conditions have been overhauled into Temporary, Persistent and Permanent conditions. Temporary conditions (which include Off-Guard and Prone!) all have a value, and can be lowered by Shake Off (1) or Help Ally (1) actions. This means you can give a hand to a friend to help them up. This is just to make the conditions themselves cleaner.
- Injuries have been added as a Permanent Condition, which are caused when you become Wounded. Injuries are dealt with, either by healing, rehabilitating, or using assistive items as a part of a Project, leading to possibilities for characters who have dealt with their disabilities in different ways.
It's a hefty amount of changes, so hold onto your hats!
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Pathwarden
Tactical Fantasy Roleplaying
Status | Released |
Category | Physical game |
Author | Ghost Spark |
Genre | Role Playing |
Tags | Fantasy, Tabletop role-playing game |
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