Changelog for Update 0.0.4


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The third changelog for Mekra Descent. In here will document the changes of the current iteration of the system, which currently is 0.0.4 until stated otherwise. 

While mechanical changes aren't anything major in here, there have been multiple wording alterations and clarifications just to ensure players and GMs understand the game's mechanics better.

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[What's Changed?]

Global

  • Various grammatical and typo fixes

Credits

  • Credit "Pike" has been added as an editor.

Introduction

  • Role Versus Roll section updated wording to clarify that roleplaying and combat is not mutually exclusive.

Building a Technician

  • Removed text "...and most importantly, gear for your Mekra." due to Mekra equipment not having equipment grades. Text replaced with "...and so on."
  • Replaced text "...average credits it earns per commission..." with "...average credits it gains at the start of each commission" as credits are given at the start, not at the end.
  • Replaced text "...a person fresh out of training" with "...a novice or rookie fresh out of training" for flavor.
  • Replaced text "...but that will be discussed later" with ...discussed in Section 6" in order to state which part of the rulebook the relevant rules are in.
  • Replaced text "Other bonuses and equipment can be calculated before the start of a commission" with "Other bonuses and equipment can be calculated before entering a commission" as bonuses and equipment are calculated at the start of a commission, but before entering it.
  • Replaced text "...or even do a mix of both" with "...or even do a mix of choosing and rolling" to clarify what is meant by "mix of both."

Technician Progression

  • Rank L technician's bonuses to Mekra chassis features replaced with starting with 2 Mekra points as chassis features can't actually get bonuses, at least not in a way written into the mechanics. 
  • +1 to a Mekra chassis feature on rank-up removed for the same reason above.
  • Specialty score now increases by 1 every 3 rank-ups instead of every 2. This leads to a maximum specialty score of +4 at Rank A rather than +6. This is overall a nerf.

Species

  • Florp's stat bonuses are now only a +1 to MS. However, Florps now build velocity at a 2:1 ratio instead of only 1:1, and are also immune to having their velocity building reduced (though effects that would entirely stop velocity building or remove their velocity will still affect them as normal). This is overall a rework.
  • Threek's stat bonuses are now only a +1 to EV. However, the Threek now has the innate ability to fly. This is overall a rework.
  • Asria's MS reduction reduction now simply allows it to set the reduction to 1, rather than reducing the reduction by 1, making it significantly less hampered by MS reductions. This is overall a buff.

Mekra

  • Mekra points gained on rank-up increased from 1x specialty score to 2x in order to compensate for slower specialty score progression.

[Reasoning]

Specialty Score Progression Nerf

The bonus of up to +6 was quite a bit much for a game that has relatively lower defense values than other games, such as D&D 5th Edition, so the progression has been reduced to a max of +4 instead of +6, which is still a significant bonus given the nature of the system, but not as strong progression-wise. Keep in mind this will also affect HP calculations from rank-ups.

Rank L Mekra Starting Bonus

While there was a clear intent with what the static bonuses were for,  it was realized that there's no actual mechanical writing for implementing the static bonuses onto the Mekra's "chassis features." As such, a way to do so that's actually written into the mechanics was used instead - Mekra points. 

Mekra Rank-Up Bonus

Removed due to Mekra point progression already being a thing - this was redundant (and like the starting bonus, also mechanically didn't function). 

Florp Rework

Florps are... kind of uninteresting for a subspecies that prides itself on speed. As such, this rework should make them far more interesting to use, being faster-paced and whatnot.  

Threek Rework

Like Florps, Threek were rather uninteresting, so this rework should play much more nicely into their insectoid niche. 

Asria Buff

Asrias are currently underwhelming with their main property, especially since hard slows are harder to come by, so this will greatly improve their combat mobility, being the "you can't stop me" counterpart to the Florp's "you can't catch me."

[Closing]

Overall a pretty good chunk of changes, both mechanically and in writing. Hope you enjoy!

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