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Revision as of 01:56, 10 February 2024

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This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




February 2024 (9A.6.2402) - Caster Sustain & General Balance Update


OVERVIEW

Hello Amtgard and welcome to the February Update Preview! (V9A.6)

As many of you already know, this month’s update is mostly focused on the casting classes. While this update contains changes to many things, our primary goal is to improve the casting classes. Each one has had significant adjustments made to their spell lists, updates to their archetypes, and/or changes to specific abilities. However, these classes do not exist in a vacuum, and we’ve made changes to all parts of the rules to help facilitate this goal - as well as some extra balance changes to address priority issues.

NEW: EXPLAINER TEXT
We’ve heard the desire for more information about the why of each update. Now that things have settled down into a more regular update cycle, we have a bit more time to devote to this.

The first bit of text in each extry will outline the reasoning behind some of the changes in this update.

Text in the purple box will show the specific changes made.


EXPERIMENTAL CHANGES
Anything listed with a 🌶️ is a potentially spicy change that we are looking to explore and get first-hand playtest data about. Many of these experimental changes are inspired by player feedback and we feel there is genuine merit to exploring these options sooner than later so we have time to iterate and/or roll them back within the alpha period.

OTHER ICONS
🔴 = Important and Significant changes.
🟡 = Functional-but-minor changes.
🟢 = Changes that alter text with no functional impact on the rules.





OVER-ARCHING GAME MECHANIC CHANGES

🔴 DRAGGING (New Universal Mechanic)
This is an old-but-new rule by which dead or wounded players can be moved by their living allies, which may help enable more commonplace resurrection of players.





🔴🌶️ ENCHANTMENT PRE-CASTING
Many classes have per-life self-enchantments that somewhat resemble traits, however they remain enchantments rather than traits because we want it to count against their enchantment limit and to be declared during combat. Unfortunately, many players feel the process of casting these per-life self-enchantments each life is a bit of a process, especially for the classes that can enchant themselves twice. With this update, we’re letting players simply spawn with their self-enchantments already active, so a Barbarian could come alive and say, “Berserk! Blood and Thunder!” and immediately get back to fighting. This is something many folks have been asking for so get out there and let us know how it feels!

  • Players can now start the game / respawn with any of their self-targeting enchantments pre-cast on them.




🔴🌶️ ENCHANTMENT STRIPS
By far the most common feedback we’ve received about Enchantment Strips (aka Indicator Strips) is that people do not look at them to identify enchantments. For simplicity’s sake, and to save people the effort of making many different colored strips to use for their enchantments, we’re going to try removing them. (Strips will remain as an option for people wishing to identify their Specialty Arrows that way!)

This is a very spicy change so please let us know how it affects your games!

  • Remove indicator strips from the game.
    • This includes all “enchantment strips” and the red strips for SC/AB weapon variants, relics, and natural armor.
    • Optional Strips for Specialty Arrows will still exist and be specifically defined in the section about arrow covers.




🟡 ENGULFING
It was unclear whether arrows, throwies, and other non-blocking equipment counted for engulfing. Now it should be clear!

  • Add the highlighted text:
    • Strike-based effects with the Engulfing keyword will impart their effects even if attack strikes carried equipment such as a weapon or shield. This includes arrows stored in quivers, and other similarly carried projectiles.




🟡 LOW ARMOR COMPENSATION
After the feedback we’ve received in January, we’ve decided to implement the ‘low armor compensation’ system that we piloted with the Monster class. We feel that this system does a better job of encouraging people to use what armor they have than our previous method. Previously, players felt incentivized to wear only their gambesons or other light armor for the ‘lower maximum’ system, where this system gives players who own a few high-point pieces some incentive to utilize them. The presentation for this system isn’t as straightforward as we’d like it to be, yet, and improving that is something we’ll be aiming for! As always, we’re looking forward to any feedback or suggestions to streamline this system.

  • Implement Low Armor Compensation mechanics (previously seen on Monsters) to all classes.
    • See the class-specific entries for what this looks like on each class.




🟡 META-MAGIC VS ENCHANTMENT-ABILITIES & MAGIC ITEMS
Meta-Magics are now universal! It was sort of odd to delineate when it was allowable to use Meta-Magics on abilities you acquired through items, enchantments, or spells you’ve cast. We’re going to try allowing meta-magics to be used on any valid ability, regardless of its source (unless an item or enchantment specifically states otherwise, like the Staff of Doomsday!)

  • Allow meta-magics to be used on abilities granted by enchantments or magic items unless specifically listed otherwise.
    • Related update to Staff of Doomsday
    • Firestorm, Discordia, and Pestilence will continue to disallow meta-magics from being used on their respective abilities. (No change to existing text).





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Change Log Index
Click here to view the master list of all change log entries for the Amtgard V9 Ruleset.