DW 6.0 System Changes - Feats

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DW 6.0 System Changes - Feats

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Post by Strato »

6.0 System Changes - Feats

Statistic Improvement Feats(SIFs)

With the reduction of default damage modifiers from *30 to *5, the damage modifiers resulting from Improved Physical/Magic Damage have also been changed.

Improved Physical Damage I now gives a *6 damage modifier.
Improved Physical Damage II now gives a *7 damage modifier.
Improved Physical Damage III now gives a *8 damage modifier.
Improved Physical Damage IV now gives a *10 damage modifier.

Improved Magic Damage I now gives a *6 damage modifier.
Improved Magic Damage II now gives a *7 damage modifier.
Improved Magic Damage III now gives a *8 damage modifier.
Improved Magic Damage IV now gives a *10 damage modifier.

All other SIFs remain unchanged.



Adaptation Statistic Feats

Super Speed is being changed to a flat +50 bonus to the dexterity stat. No additional running bonus is given any longer.

The following feats have been added to these as well:

Brainy (+50 to Intelligence; does not increase skillpoints or MP)
Aethereal Conduit (+50 to Magic Affinity; does not increase spell points)
Attuned (+50 to Spirit)

Statistical increases from these Adaptation Statistic Feats do not double/triple via Enhanced Spirit, Enhanced Attack Maneuver, et cetera.

The following feats have been removed:

Arcane Mastery
The Art Of Chivalry
Athletic
Physical Offensive Mastery
Dodge Mastery
Psionic Extreme Mastery
[Skill] Mastery
Speech Craft

The following feat has been changed:

Swimming Speed - This is now a +10 to swimming checks as well as +5 to Strength, Dexterity, and Endurance rolls while underwater.



Character Feats

The Regeneration feats have been changed. Here are the new ones:

Regeneration - Restores 5% of your max HP per round, up to a maximum of 25%. Sutures small or superficial wounds.
Improved Regeneration - Restores 10% of your max HP per round, up to a maximum of 50%. Sutures small, superficial, and smaller lingering wounds.
Manadrive - Restores 2% of your max MP per round, up to a maximum of 10%.

Extra Attack has been changed. You must now have at least 200 Dexterity to take Extra Attack. Your second initiative is rolled at half your Dexterity. A character with this feat will also be targetted twice as often.

Limit Break

There is a new method to activating a limit break. We now have gauges. One gauge is equal to your max HP, so if you have 8000 max HP and you take 8000 damage, that is enough to fill one gauge.

Using a L1 limit break requires 1 gauge, a L2 requires 2 gauges, and so on.

If the character is knocked out, all gauges return to 0.

Trance

Trance now goes by the same gauges as well, and requires 2 gauges in order to use Trance. Trance state now grants the following properties:

+250 Stat Points
+1 Non-SIF Feat

Trance lasts for 1d3+2 rounds.

Servant

Servants now start with 500 instead of 300 stat points. They still gain 150 more each additional time you take the feat.

Flunkies

You can have up to 5 Flunkies every time you take this feat. They have 300 stat points and can gain no more, and gain a 'swarm bonus' of +5 per unit when working together toward a given task.

Alternate Form

The duration of an alternate form is now a flat 5 minutes outside of combat and 5 rounds in combat. The duration cannot be increased.



Ability Feats

The following Ability Feats have been removed:

Healing
(Un)Lucky Spell



Elemental Affinity

You can have up to FIVE elemental affinity feats.

Spell modifiers for each element apply as follows:

Level 1: None
Level 2: None
Level 3: None
Level 4: +*1
Level 5: +*2

When you're struck by an attack of the same element:

Level 1: 75% Damage
Level 2: 50% Damage
Level 3: 33% Damage
Level 4: 25% Damage
Level 5: 10% Damage

When you're struck by an attack of the opposite element:

Level 1: 150% Damage
Level 2: 200% Damage
Level 3: 250% Damage
Level 4: 300% Damage
Level 5: 400% Damage

When you use your elemental affinity as an ability, the new formula for this roll bonus is:

Magic Affinity + (Affinity Level * 20)

To calculate the base damage of using elemental affinity:

((Spirit / 10) + (Affinity Level * 10)) * 10 * (Affinity Level * 2)

There are now also abilities tied to each elemental affinity.

Change the '10' between the 2 asterisks to whatever your highest Improved Magic Damage feat warrants.

Class Feats

There's a new type of feat: The Class Feat! These are, well, 'classes' that your character can have. There are two types of class feats.

1) Class Feats

This defines what your character does, be they a samurai, a sorceress, a blacksmith, what have you. You may take up to THREE of these feats. The accumulated bonuses you gain from these feats may not stack beyond +10. You may take these three feats anytime, however.

2) Class Sub-feats

Within each class is its own unique set of feats, designed and tailored to that class. In order to take a class sub-feat, you must first possess the corresponding class feat, obviously. Furthermore, for each class, you may only take one class sub-feat every 1000 xp. You can take your first 3 class feats and first 3 sub-feats in the first 1000 xp, but afterwards it's 1 sub-feat per class per 1000 xp.
Strato
Posts: 386
Joined: December 31st, 2008, 10:08 pm

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