Path reworks
The Brute and the Sharpshooter has now been reworked, they both had some place-holder abilities that felt either rushed design-wise or didn't really fit in to the game.
- The Brute's path specialization Cleave used to target an additional enemy after a successful attack roll, and once the Brute reached Large Melee Weapons 5, it would be able to target a new enemy after each successful attack roll, only limited by how many enemies are in reach. Now, once unlocked, it works that way all the time, not requiring the Brute to reach Large Melee Weapons 5. Cleave doesn't feel imbalanced, there's no reason to have that extra layer of complexity, so I buffed it by just removing the limit to it, streamlining the game further.
- The Brute's path specialization Pommel now also adds +3 damage to targets with the Prone condition, whereas before it did not provide any bonus damage, it still has its previous effect of causing the enemy to fall Prone if they fail an opposing Brawn roll against your Pommel attack.
- The Brute's capstone path specialization Executioner that caused you to deal double damage to targets with the Prone condition has been removed. It has been replaced by Battle Trance, up to twice per turn, if the Brute scores a killing blow, they are granted an additional action point.
These changes to the Brute will make it feel more 'even', as before it felt a bit weak early, and then becomes an insane monster at later levels. The double Brawn damage from critical hits with melee weapons in two hands, combined with the double damage from executioner lead to some moments of impossible damage numbers. The new Brute becomes a threat much earlier, and keeps being one late game aswell. There's no point in being able to hit for 30 damage in a game where enemies can be killed with a well placed blow dealing 12 damage.
- The Sharpshooter's capstone path specialization Never Miss has been removed. Previously, it made it so if the Sharpshooter used at least one action point to use the Aim action, their next attack would automatically hit anywhere on the body part table they wanted. It has been replaced by Reaper's Focus, making it so the Sharpshooter gains an additonal +1 to critical range on their next attack for each action point spent on the Aim action.
Previously, the Sharpshooter just being able to hit headshot after headshot removed some of the depth of the base combat system that each character has to engage with, allowing it to not engage with it at all. This new capstone makes it so the Sharpshooter still has to use the Called Shot ability to increase their chance of headshot like all other characters, but in return the reward for the new ability is very powerful and still fits the theme of the Sharpshooter power fantasy. The Sharpshooter has a very high chance to hit headshots anyway, so in the end, giving it an ability that guaranteed headshots was in reality slightly redundant as well. The only problem so far is that the Sharpshooter now gains three specializations that are direct buffs to the Aim action, and I fear it might force the Sharpshooter playstyle in to 'find a perch, use two action points to aim, one to fire' each turn. Which, to be fair, is the Sharpshooter power fantasy, but I'll be trying to find a nice solution to this in the future that doesn't detract from this, while also not making the Sharpshooter feel forced in to playing every turn the same way.
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
- Some Path updates and some smaller changes78 days ago
- 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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