Some Path updates and some smaller changes
The Sharpshooter path's capstone specialization changed. Previously it was called "Can't Miss" and made it so if the sharpshooter spent 1 action point or more on the Aim action, they would automatically hit any body part they wanted on the body part table if the attack hit. Not having to use the Called Shot mechanic to gamble hit chance for more favourable body part table results made the sharpshooter slightly less dynamic and engaging to play at higher levels, so this capstone was removed and replaced by "Reaper's Focus". Now the Sharpshooter gains an additional +1 to critical range on their next shot for each action point spent on Aim, making it still a very deadly capstone but makes the Sharpshooter have to still take calculated risks with the Called Shot action.
The Ranger profession was reworked quite a lot. It was very "place holder-y" compared to the other professions, with a weird trap mechanic that felt out of place. I've been meaning to come back to the Ranger many times and I finally took the time to do so. Previously "Guerilla" required Survival 4 to unlock, it has now been switched with the "Ambusher" specialization, putting Guerilla at 2 and Ambusher takes over the old 4 position. Guerilla no longer lets the Ranger put down traps during ambushes but instead removes all penalties to the Stealth and Athleticism skill from wearing armor.
There's a lot of confusion about what a Ranger is in many RPG communities. In my opinion, a Ranger is a fighter or soldier specifically trained to fight in a specific terrain or harsh environments for extended periods of time without any support, being able to sustain themselves independently. I believe that a ranger being able to wear armor without suffering penalties to things like stealth fits that theme very well.
The 'Prey' mechanic was slightly toned down, giving the Ranger a bonus of +2 to hit and +1 to damage against their prey, rather than +2 to both. The capstone specialization "Commando" was also changed to provide an additional bonus of +1 to damage rather than an additional +2. This feels balanced but might get changed in the future if it feels underwhelming.
With those changes I can finally look at Ranger and not feel like it's a giant placeholder anymore, it now feels like it has a place that fits with my idea of what a Ranger is.
The Mojo Bag talisman in the Hoodoo school of magic also got a bit of a nerf. It's rightfully a popular spell to use, since it replenishes the caster's Luck during a game session, but it was just way too strong, stealing all the Luck from the target with a single action point, allowing the caster to strip some of the tougher monsters naked against ranged attacks at the blink of an eye. Mojo Bag now steals 1 Luck at a time. It's still probably too powerful and I'll keep an eye on it, more limitations might need to be added.
Falling distances of 4 yards or more now carries the chance of incurring a critical injury if you fail your Athleticism roll. Just so there's actually some risk involved in falling outside of combat as well.
Files
Get Empyre: Streets of New Enoch
Empyre: Streets of New Enoch
Tactical combat TTRPG set in a post-rapture megacity
Status | In development |
Category | Physical game |
Author | ChrisEmpyre |
Genre | Action, Shooter, Strategy |
Tags | Dice, Fantasy, supernatural, Tactical RPG, Tabletop role-playing game, Turn-based |
More posts
- Big update to critical injuriesJul 01, 2024
- Post test touch upsJun 19, 2024
- Post test touch ups and new character sheetMay 08, 2024
- More illustrations added to the core bookApr 25, 2024
- Bi-weekly post-test touch upsApr 08, 2024
- The MaraMar 28, 2024
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