Tabletop Arcade: Action Effects Chapter Draft

 Hey all! Today's post is another Tabletop Arcade draft chapter. This time, I've significantly expanded the available action effects, allowing you to create a much larger range of possible abilities. Let's get to it!

First of all, some quick notes on structural changes that have been made. All effects now have a power level with each associated tier. Power levels are used to determine the MP cost modifier when creating abilities (double the power level to get the modifier), and are also used by the Dispel effect to determine what effects it can cancel. They're just pretty handy to have throughout the rules, and I might end up using them in other places later on.

The idea of different effects having different "types" has also been formalised. This kinda came up before with the "Persistent Damage" effect, and it seemed like something that could be helped by making it universal. This also allowed me to compress a couple different effects into a single description, so that's nice.

Alright, enough explaining, here's the content.

The Document on GM Binder: TA Action Effects Chapter Draft


Right, that's all I've got for this post. Next time, I'm hoping to have either new feats or some early draft of a "running the game" chapter which explains how to play through non-combat scenarios in greater depth. Though after this action effects draft, I'm also kinda excited to just make a whole bunch of example abilities for people to use. We'll see I guess. Whatever comes, I hope to see you then!

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