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The1TrueFredrix
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Whoa! Some big rules changes in your inbox

Thu 05 Sep 2019, 15:07

So there is a free download of new PDF versions of the core books, with some major clarifications and changes:

An updated version of the Forbidden Lands core set PDFs now available. These are the main changes:

PLAYER'S HANDBOOK:

Page 44: Pushing a successful skill roll is only allowed if rolling additional sixes will increase the effect of the roll.
Page 46: The GM cannot gain Willpower Points.
Page 62: Clarifying that Inner Peace cannot regrow lost limbs.
Page 63: NPCs no longer need Willpower Points to activate kin talents and professional talents.
Page 63: The kin talent for goblins is changed to Nocturnal.
Page 78: Clarifying that a Melee Charge is a slow action.
Page 101, 103, 106: Prices for some weapons and armor have been modified.
Page 103: The ranges of some weapons have been modified.
Page 105: Cover is not degraded by damage.
Page 108: Clarifying that healing someone can be done in combat as a slow action, but not with an enemy at ARM’S LENGTH.
Page 113: Clarifying that poison has no effect on monsters.
Page 120: The base Power Level of a spell cast by an NPC is always equal to the NPC’s rank in the magic discipline.
Page 122: The effects of Bind Magic have been modified.
Page 124: Clarifying that Mend Wounds cannot regrow lost limbs.
Page 144: New art added.
Page 177: Clarifying the effect of PCs taking part in stronghold battles.
Page 168: The Garden can now also produce Herbs.
Page 180: The typical village healer now has Empathy 4.
Page 184: The effects of the cauldron and field kitchen have been modified.
Page 196, 198: Clarifying that slit throat and impaled neck kills after D6 rounds.

GAMEMASTER'S GUIDE

Page 72: Goblins no longer suffer damage from daylight.
Page 215: Several edits have been made to the Weatherstone adventure site.
Effekt - A fan podcast celebrating Swedish RPGs including, but not limited to: Alien; Coriolis; Forbidden Lands; Symbaroum; and Tales from the Loop. Featuring discussion magazine episodes and Actual Play recordings. https://effektpodcast.org/
 
myrsloken
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Joined: Tue 05 Mar 2019, 15:15

Re: Whoa! Some big rules changes in your inbox

Thu 05 Sep 2019, 15:18

Yeah, I love it. The new kin talent for goblins seems much more interesting and thematic. And the changes to bind magic are simple yet sufficient. My only real gripe left with the rules now is that magic mishaps are equally dangerous when you roll a bane on your single die casting light as when you pump 10+ dice into a huge earthquake.
 
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Fenhorn
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Re: Whoa! Some big rules changes in your inbox

Thu 05 Sep 2019, 15:37

Yeah, I love it. The new kin talent for goblins seems much more interesting and thematic. And the changes to bind magic are simple yet sufficient. My only real gripe left with the rules now is that magic mishaps are equally dangerous when you roll a bane on your single die casting light as when you pump 10+ dice into a huge earthquake.
Misfire is equally dangerous, yes, but a WP 1 spell (≈17%) has much less chance of causing a misfire than a WP 10 spell (≈84%).
“I’d say thistles, but nobody listens to me, anyway.” - Eeyore
 
myrsloken
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Re: Whoa! Some big rules changes in your inbox

Thu 05 Sep 2019, 16:20

Misfire is equally dangerous, yes, but a WP 1 spell (≈17%) has much less chance of causing a misfire than a WP 10 spell (≈84%).
Sure, and I think the mishaps in general are well done and makes for interesting play. But the fact is that even rolling a single dice gives you an ~1% (0.85) chance to summon a demon or instant death. Compared to 10-dicing a spell which only increases the chance to ~4% (4.27). Being sucked into the warp is perfectly fine for combat casting where I throw more dice and catastrophic failure makes thematic sense and creates great stories. But the design of the spells, for example light and mind trick, suggest more mundane use, and to even have the possibility of catastrophic failure when "these are not the magic scrolls you are looking for" is (in my opinion) bad design.

I think that instead of a mechanic to roll less dice, it should be possible to avoid the catastrophic failures under some circumstances. Casting certain spells at low enough power levels could mean miscasting with a d36 instead of a d66 for example.
 
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The1TrueFredrix
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Re: Whoa! Some big rules changes in your inbox

Thu 05 Sep 2019, 16:39

Personally, I like that magic is inherently dangerous and screwing with the natural laws even to cast light is as potentially dangerous as some of the other stuff. But my players don’t tend towards being magic users. Perhaps groups that do will find it a pain. 
Effekt - A fan podcast celebrating Swedish RPGs including, but not limited to: Alien; Coriolis; Forbidden Lands; Symbaroum; and Tales from the Loop. Featuring discussion magazine episodes and Actual Play recordings. https://effektpodcast.org/
 
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lupex
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Re: Whoa! Some big rules changes in your inbox

Thu 05 Sep 2019, 18:40

Does this mean if you permanently bind a spell to an item, whoever uses that item to cast the spell must always spend WP equal to the power level of the spell, each time the item is used?
 
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Fenhorn
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Re: Whoa! Some big rules changes in your inbox

Thu 05 Sep 2019, 18:53

Does this mean if you permanently bind a spell to an item, whoever uses that item to cast the spell must always spend WP equal to the power level of the spell, each time the item is used?
Yup.
“I’d say thistles, but nobody listens to me, anyway.” - Eeyore
 
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lupex
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Re: Whoa! Some big rules changes in your inbox

Thu 05 Sep 2019, 20:21

Yup.
Interesting, it majorly nixes the permanent binding option.
 
DeeBee
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Re: Whoa! Some big rules changes in your inbox

Thu 05 Sep 2019, 20:30

Where can one find and download the updated pdf's?
 
Dreekenkorin
Posts: 12
Joined: Sun 07 Jul 2019, 22:34

Re: Whoa! Some big rules changes in your inbox

Thu 05 Sep 2019, 20:36

DrivethruRPG.com
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