AFD 0.13 Changelogs


I'm going to start including a changelog of additions, and I thought it'd be nice to start before release with changes from the contents of the blog series. Pain points are issues I anticipate hitting during playtesting. Known gaps are things that the document doesn't contain that we'd love to have at some point in the future. I'd love to add to pain points and known gaps, so please make suggestions in the discord!

Changelog

  • New foreword
  • Interior art by HODAG RPG
  • Layout fixes
  • General information design
  • Creating a player character section
  • Modified ability scores roll to reflect the desire for fairness inherent in the multiple options for dice roll, while keeping simplicity. This limits the range of your original scores to 5-15.
  • Added hit points
  • Equipment packages for classes
  • Added an option to increase what was once called "prime requisite" to reflect both the presence of a prime requisite and the special percentile strength unique to Fighters
  • List of potential proficiencies
  • Added four baseline heritages ("Chimerian" for human, "Starshine elf" for high elf, "Hillock dwarf" for hill dwarf, "Harfoot halfling" for Hairfoot Halfling, plus additional examples of "Wolf-touched" and "Devil-marked").
  • Added six potential ethos
  • Added equipment lists
  • Renamed "order of action" to initiative
  • Adjusted Journeying to better simplify and reflect Dungeoneering procedure (exploration die based on Brendan of Necropraxis)
  • Added languages system, language proficiencies and polyglot skill (thanks to Alex)
  • Added domain events table (based on Nick L S Whelan's)
  • Adjusted investment so that investment is more valuable than peculating
  • Renamed random encounters as "wilderness encounters" and "Wandering monsters" respectively
  • Added section on creating wilderness encounters and wandering monsters
  • Modified stocking dungeons table (with thanks to John B
  • Simplified faction development and moved faction ethos here (renamed from "societal and religious ethos")
  • Added character sheet
  • Added campaign worksheet (with thanks to Ray Otis and Ty Pitre)

Pain points

  • Hit points. It's likely that hit points are too low at first level, given that there are a lot more thing to spend HP on in the current version.
  • Six example Ethos could be punchier and clearer
  • Potentially stocking and restocking sections could be clearer and with examples

Known gaps

  •  Running a city and rules supporting the city pillar of play
  • Psionicist class and a unique psionics magic system
  • Barbarian class
  • Monk class

I'll copy this into the discord as well, for those of you who frequent it. The final version will release when we've finished art for the cover!

Thanks,

Idle Cartulary

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