Skills
- Some should probably go? Like seriously drop performance. Better to just straight up give Minstrels a boon, that allows them to use manipulation with an instrument when trying to change emotions, distract or make some spare coins?
- You could make a lot of other changes, I have some ideas, but I'll leave it for now.
Kin/Profession talents
- Balance talents around WP worth, see my post here for more info about this.
General Talents
- Kind of ok? Some are a bit weak, while others are a bit on the too good side. Like defender, rank 1, perhaps only gain an extra free parry if you do spend a fast action to parry? Then give warriors a talent that allows them to parry by spending WP? There are a lot that could have different versions. A shield fighter, could perhaps add a shields item bonus to armor rating? Some like lucky should probably be fundamentally changed.
- Cost and/or requirement of talents could be changed/added.
Combat
- ATTACK & DEFENSE modifiers. Maybe skip this or just add a simpler solution?
- Combat cards: Drop them?
- Some rules like falling damage should be revised. I tried to change some rules that did not make much sense like this in Reforged Power, so read through that and take what you want?
- Up all non improvised weapon damage to 2, probably including bow and arrow. Weapons should feel deadly. Nerf ranged weapons in other ways if needed.
Magic
- Throwing dice is part of the game and is part of the fun, but throwing magic dice should be avoided. These concepts mismatch somewhat.
Journeys
- The part where the one that keeps watch must sleep on the ground is just one roll to many. Simplify. Keep it to ONE roll for making camp. But make it hard to do strenuous activities for more than 2 QD, so change the wanderer talent so that it encompasses doing things without penalty for a 3rd QD/day. Other talents like fisher, could then also make the activity not count as strenuous, making you able to do that for the 3rd QD. In the rare circumstance that an event say that they are ambushed, then just make a scouting roll. Perhaps a failed make camp roll could attract attention and require said scouting roll?
Strongholds- Make all Stronghold functions work on weekly basis.
- Completely skip hirelings. Add some manipulation rolls to attract workers to a fill a function after it is built, these automatically sell some stuff on the side to make them able to gain some basic salary to go around, this is not further calculated. Examples, but note that numbers taken out of thin air and should probably be adjusted:
- Quarry. Produces 20 stones per week. Uses 10 food per week, or you need to pay for food. You can pay for up to an additional 20 stones per week for half listed price. For every 6 reputation generated by your town, or for every trade route to a settlement that cannot produce stone, you can sell up to 20 stones per week for half price (they actually pay full price, but you only gain half due to needing to pay salesmen, etc).
- Barrack. When staffed, hosts 10 guards. Then uses 20 food per week, or you need to pay for food. Also incurs a cost of X per week.
- Smithy. When staffed, uses 5 food and wood per week, or you need to pay for this. Can make X iron from iron ore per week. Can either make items for you, or for every 6 reputation generated by your town, or for every trade route to a settlement without a smithy, can make and sell items for up to 10 iron/iron ore per week for an income to you for X silver per week.
- The stronghold event rules are bad, you will very soon roll 61-66 almost all the time. I made alternative rules in Reforged Power, but there could of course be other ways to solve this.
Gamemaster's guide + Adventures- I would probably make monsters roll +2 dice and deal +1 damage on average, perhaps even increase their Strength by 50% (especially if you up weapon damage). But I like it grim and gritty and that PCs and NPCs should be somewhat afraid of monsters. To compensate, perhaps make it easier to get characters back up on their feet? As that adds tension to the game. Perhaps allow for some basic usage of WP, like instead of lucky, allow all players crit rerolls for WP?
- All important named NPCs should generally have much better talents so that they can provide a challenge if needed. Named enemies will always gain the attention of several PCs at once. So ideally they should be a fun fight for at least two PCs at the same time, while the rest of the PCs deal with other minions, etc. Making fights feel epic is the way to go. Also note that PCs probably have more ways to get back on their feet.
What do you think? (And if you at Free League ever make a 2.0, please feel free to use anything you want from Reforged Power.)