# RPJ Core changelog ### 1.1.0-beta5 * RPJ Money: increasing quantity increases effective Rarity * Fits a former special case into an existing mechanic; always good * Promote Countdowns to a full-on core mechanic, rather than a Skills subsection * Countdowns advance from 0 to their difficulty, rather than from their difficulty to 0 * Yes, I realize this is counting up and not down, but it makes more sense this way * Luck rolls to resolve details are now Luck bonus against 8+ * This way, it's more like a coin toss (from about 40% to 75% from 0-6 Luck) * Further guidance on when such rolls are and are not appropriate * A little bit on handling player-versus-player actions * Basically, talk through it first, and allow the target of an action to spend a Lucky Break to resist it if you can't find a better resolution * In group checks, if the leader succeeds, _anyone_ can spend a Lucky Break to turn anyone else's failure to a success * 5.5x8.5 -> 6x9 (more DTRPG printing options; why do I do this to myself?) * Add a bit in Running the Game on how to come up with skill/attribute numbers for NPCs if you need them on the fly * Rename the Impossible difficulty to Implausible, on the theory that Impossible encourages attempts at literally impossible things, while Implausible more accurately captures the design intention ### 1.1.0-beta4 * Typography changes * Garamond for body, Play for headings ### 1.1.0-beta3 * Add some guidance on partial failures * More index entries! * Also more page numbers for index entries which show up in multiple places * RPJ Immobilizations is now RPJ Conditions * And they're much more abstract now, categories * Lucky Breaks may be used even after results have been announced * More in keeping with RPJ's narrative goals * Gamemaster section * Mainly philosophical advice on running RPJ games ### 1.1.0-beta2 * RPJ Inventory OCM (based on Sci-Fi inventory) * Sample skills revamp, add sample gifts * Digest-size reformat * Correct wealth-burning rules (1 Wealth = 5 Coin, since 10 Coin = 1 Wealth) * Add a second method for attribute rolling: middle 6 of 10d6 * 2d6/2 is less likely to generate extreme attributes, middle 6 of 10d6 is more likely to do so ### 1.1.0-beta1 * In the interests of not burying the lede, RPJ is now a 2d6 system based on playtester feedback * Attributes and skills go 0-6 * Attribute bonus is simply divide by 3 and round down * The magic number for determining target numbers is 7+ instead of 14+ (predictably) * Attribute and skill costs to go from level N-1 to level N are N points * More language standardization: 'modifier' is a number you add to a 2d6 roll, 'target' is a Target Number, 'difficulty' is what you add to 7+ to determine target * Add three pregenerated attribute arrays to the point buy section * Tweak damage/saves system to work on saves between about 4+ and 7+ and damage between about 0 and 4 * Add Structured Magic and Wild Magic optional core mechanics * Wild Magic is the base system for Sci-Fi Psi * Structured magic is for possible future fantasy projects, but I'm in no rush to compete with D&D et al. * Class skills are now a +1 bonus, and you get all four for free * Rewrite multi-weapon attack rules, add example (thanks, Rob) * Add optional combat maneuvers for melee combatants in the Gridless Combat System (thanks, Rob) * Cover art! * Rewrite Mass Combat to use +bonuses and -penalties to a Mass Combat modifier rolled against 7+, instead of 2d6 rolled against Target Number -bonuses and +penalties * Character tier rules: maximum base skill level is character power / 10 * This flattens out the character power curve in the early to middle game * Add some further tables for setting Target Numbers and indicating what an effective level means in terms of skill grade * This indicates to players what kind of skill level you need to be average at a thing * It also indicates to gamemasters how to set Target Numbers for skill checks * Change action economy a bit: 2 for Dex <= 3, 3 for Dex <= 6, 4 otherwise * Extra actions are extremely powerful, so narrow the possible range * Rules for assisted checks: roll the same skill at an easier difficulty to help your ally do a hard thing * Encourage light investment in skills, since you don't have to be the best in the party to make a skill worthwhile * Tweak gamemaster guidance table with assisted checks in mind: difficulties advance very slighty faster than skills do, to encourage assisted checks * Fire and Movement ranged defense modifier is now a melee defense skill, plus Dex bonus, minus 2 * Ranged attacks now have about a 75% chance to hit, given equal skill levels and open terrain * Cover now starts at +2 and goes to about +6 * That is, hitting an equal-skill target in the open is about an 80% chance, and hitting a target even in the worst cover is 50-50 * Degree of success is now just the margin of success * Simple flashbacks as an option for spending Lucky Breaks * Stolen from Blades in the Dark, where it fits better; we'll see if it fits in here in testing * Lucky Breaks now follow the same pattern as combat actions (2 <= 3, 3 >= 4) * Like actions, Lucky Breaks are very powerful, and a narrower possible range is easier to balance * Add countdowns, a defined mechanism for structuring longer-term projects/scenarios * Suppressive Fire halves target defense modifier and hits an adjacency group * Suppressive Fire should be easy to hit with * A good method for contribution if you aren't much good at fighting * Ammo handling changed * Ammo counts down 1 per round (2 per round if you do suppressive fire, because it hits multiple targets) * Ammo is tracked Lots/Some/A Little/None on the magazine scale, counting down after each combat * Combat notes on doing non-combat things, and how much time you have to do them based on your actions spent * Add a Money optional core mechanic, cribbing heavily from Sci-Fi ### 1.0.0-beta14 * Two-column reformat (better for printing) * Damage saves revamp * Critical hits on attacks automatically beat one damage save * Grappling no longer requires a coin flip to deal damage ### 1.0.0-beta13 * Minor text changes and typo fixes * Lucky Breaks work on critical failures ### 1.0.0-beta12 * Actually put the 'leaving an adjacency group always provokes free attacks' change from beta8 into the rules text * Clarify that Fire and Movement cautious movement only halves _suppressive fire_ free attack modifiers, not all free attack modifiers ### 1.0.0-beta11 * Revise specialties: +1 bonus in specialty, no bonus/penalty outside * Skill-specialty combinations are no longer separate skills * Revise class skill rules on specialties: the same skill with different specialties counts as the same skill for skill slot purposes ### 1.0.0-beta10 * Bring incapacitation healing times in line with RPJ Sci-Fi * Add damage save recovery rules from RPJ Sci-Fi to the Gridless Combat System * Add index entry and bolded text for incapacitation penalties * Add index entry for healing ### 1.0.0-beta9 * Switch to 7-/21+ criticals as the default (they make a pleasing graph) * Reformat rulebook to start chapters and optional core mechanics on the right-hand page, so you can print and replace individual chapters/OCMs in a printed copy ### 1.0.0-beta8 * Adjacency groups no longer have a maximum size * Leaving an adjacency group now always provokes free attacks * Cautious Movement is now part of the core Gridless Combat System * Correct some pre-rewrite cases where GCS Regions are referred to as 'ranges' ### 1.0.0-beta7 * Fix a number of outdated terms and examples * Streamline the introduction, move coins sections after d6 sections ### 1.0.0-beta6 * Remove restriction on leaving adjacency group after attacking ### 1.0.0-beta5: * Fix incomplete penalty skill cost table (oops) * Fix some incorrect text on action counts in the GCS section * Switch from 4d6-9 to 2d6-2 for attribute rolls ### 1.0.0-beta4: * After 24 hours, incapacitation penalties go away * Successful incapacitation treatment restores one base damage save, not all of them * Cautious movement makes suppressive fire attackers halve attack modifier, not weapon skill level ### 1.0.0-beta3: * Raising attributes in your primary category using character points uses the penalty skill cost table; outside your primary category costs double the penalty skill cost * Clarify: one free attack per round * Organizational changes: the For Module Authors sections in the OCMs are now For Gamemasters and Module Authors, and most of the information on setting costs or picking target numbers, which is irrelevant to players, has been moved to those sections * Other clarifications and rewordings ### 1.0.0-beta2: * Clarify rolling untrained skills with specialties * Add information on attribute rolls * Update Immobilization rules to use effective attribute checks instead of base * Ranged attacks prompt free attacks from adjacent opponents * Aimed Fire is +1 instead of +2 * Add medical attention information to incapacitation * Entities with Dex greater than _or equal to_ that of an entity leaving an adjacency group can make free attacks * When moving into a full adjacency group, you can replace someone with Strength less than _or equal to_ your own * Add Fire and Movement overwatch—hold an action to make an attack against a target moving into a region * Make cautious movement a little more powerful; you can leave an adjacency group with it * Reword cautious movement cost: 'your whole turn' * Dual wielding penalty change * Clarify damage scales text * Escaping Immobilization takes a full turn * Add binary search method for choosing a random item from a list ### 1.0.0-beta1: * Initial release