Change Log
Foundry Updates
Online Rulebook Fixes & Improvements
- Changed the main body text font from Nanum Myeongjo to Noto Serif
- Developer Comments: There seemed to be an issue with the Nanum Myeongjo font on Google where the space character became extremely large, causing numerous issues with the site layout. The same issue affected the Foundry system.
- The New Era Wiki now includes a side navigation bar with featured articles and a table of contents for the current page
- Installed WikiDrive Manager v2.3
- Support for wiki pages with special characters and unusual capitalization in their titles
- Support for featured article listings and latest update links
- Supports generating a table of contents for the active article based on headings
- Publishing pages now publishes relevant redirects/aliases as well
- Fixed an issue with pages incorrectly appearing as "Draft" when published
Foundry VTT System v0.16.24
- Switched from Nanum Myeongjo to Noto Serif to fix spacing issue (#202)
- Added the ability for enchantments and Material spells to automatically deduct items from the caster's inventory
- Added a 'While in combat' option to the 'Enforce Action Conditions' setting and fixed it being client-scoped (#201)
- Fixed an error when deleting knowledges and specialties from certain characters (#200)
- Fixed issues with the data from enchantments, such as the item glow color, not transferring properly to enchanted items (#184)
- Fixed an issue where players were unable to enchant generic accessory-slot items (i.e. rings) (#183)
New Era: Sol 366 Edition v1.3.1
- Added Arcane Forge
- Added a number of new material variations of necklaces, rings, and arrows
- Added images for a number of new and existing items
Foundry VTT System v0.16.23
- The Auto-level up feature is now available for the Delver, Mercenary, Ranger, Guardian, Scholar, and Artificer
- During level-up, certain class features now automatically update the relevant fields on the character sheet
- During level-up, values based on class tables (i.e. Caster Level) are now updated automatically when they increase
- Choosing options in the drop-down menus on most class features now automatically updates the character sheet
- Added a new class selection menu
- Increasing maximum HP now occurs as part of the level-up process, rather than a separate button
- When adding feats to your character sheet, certain changes are now applied automatically
- Added a 'Feat Options' section on the Feats tab listing available options for owned feats, which can automatically update the character sheet when options are chosen
- Ranged weapons now automatically track ammunition when fired, and subtract ammunition from the user's inventory when reloaded (#160)
- Added the ability to give items a rollable quantity when added to creatures or containers
- Added the ability to split and merge stacks of items when moving between actors (#144)
- Added 'Delete' buttons to Knowledges, Specialties, and custom creature modifiers (#41)
- Added a currency tracker which displays the total value of modern currency including cash, as well as ancient coins
- Improved the handling of conditional actions (actions which can be grayed out when certain conditions are not met)
- Fixed an issue where the attack actions for hand-and-a-half melee weapons could be grayed out incorrectly (#128)
- In-game phones now send messages directly to other phones via their mobile numbers (#7)
- Fixed an issue where deleting a custom actor resource could change or delete the wrong entry (#147)
- Fixed an item duplication glitch on container sheets (#143)
- Fixed an issue where hit point increases could use an incorrect roll on multi-class characters (#153)
- Fixed the 'Store spell' dialog for the Artificer not showing energy pool options and always behaving as if the character has no energy (#138)
- Fixed a missing Specialty Improvement feature for the Mercenary at Level 8
- Various performance and stability improvements
Q1 2025 Update
New Era: Sol 366 Edition v1.3
We haven't had a patch in a while, but this one's big. This update includes mainly changes resulting from playtesting. We've made some big changes to the way magic works, particularly enchantments.
This update also codifies the rules of alchemy better to utilize the alchemical items added early in the alpha phase.
- Alchemical Materials and Enchantments
- Added the Material keyword for spells, allowing spells to have material costs utilizing the alchemical materials
- Improved the Alchemical Items section
- Added a number of new items called elemental essences which serve as material costs for certain spells and enchantments
- Many spells which have permanent effects now require material costs
- Added the Alchemist's Pouch for certain classes
- Developer Comments: I originally wanted to avoid having material components in New Era since I felt they were unnecessarily specific and tedious to work with in other systems; however, I think we've reached a point where something like this is needed to keep some of these more powerful spells and enchantments in check. Not everything is going to have material costs in the spell department. My rule is that if a spell permanently modifies something, it needs to have a cost other than energy which replenishes daily.
- Aetherium
- Enchantments can now require one of five different "grades" of ætherium: Crude, Refined, Ætherite, Æther Crystal, and Arcanum
- Using a higher grade of aetherium than an enchantment requires causes it to be amplified
- All existing enchantments have had their costs adjusted to reflect these changes
- Alchemy rules
- Codified the beginnings of the new ruleset for brewing potions based on catalysts and effects, now called Generic Alchemy
- The existing, recipe-based potions are now called Advanced Alchemy
- Enchantments rules
- Enchantment effects no longer stack when a creature is wearing multiple items with the same enchantment; instead, only the strongest (highest-amplified) enchantment applies
- Creatures affected by powerful enchantments can now suffer Spellsickness
- Critical successes on enchantments no longer amplify the enchantment - instead, the caster gets to pick one unit of one material cost to preserve
- Magical exhaustion damage is now Injury damage if it was caused by casting an enchantment
- Components of Complex Enchantments that are a higher level than the parent enchantment are now reduced to match the parent's level
- Added the Charged keyword for enchantments to codify the concept of enchantments having a limited number of charges
- Spellcasting rules
- Charged spells have been renamed to Channeled Spells to avoid confusion with the new Charged enchantment keyword
- Added the Concentrated keyword for spells to mimic the original Concentrated spell type from New Era v2.0 and v1.0
- Added the Ephemeral keyword for spells like Planar Walk that aren't sustained, but can be ended or "dropped" at will by the caster
- Added the Attack keyword for spells that count as Spell Attacks even if they don't have damage values
- Removed the Melee keyword; spells that previously used it are now cantrips that occur during melee attacks
- Spells with the Variable keyword now have a "base" energy cost, which is the minimum amount the spell can consume, with the option of the GM increasing the cost based on the specifics of the spell cast
- Preparing a spell with the Variable keyword pays for its base energy cost
- The Variable keyword is now used for any spell where the energy cost varies, whether that variation is subjective or based on the spell's text
- Added a page for the objects rule which explains how spells target objects and what is/isn't a valid target
- Spellcraft
- Corrected the difficulty in the example on the Spellcraft page, which was still based on New Era 2.x difficulty rules
- Renamed the levels of spell refinement to Experimental, Alpha, Beta, Revised, and Perfected
- Updated the Spellcraft Difficulty table to remove the secondary check for side effects and distinguish between side effects and wild magic
- Sustained Spells
- The check for whether a spell has been sustained now occurs at the start of the caster's turn instead of the end
- Reaction frames can now be used to sustain spells
- Clarified a number of circumstantial rules on the Sustained Spells page
- A number of sustained spells in C.A.S.P.E.R. have been updated to remove old terminology referring to the "per frame" mechanics of New Era/mRPG 2.0
- Caster Level
- The caster level for multi-class characters is now the sum of each class's caster level
- Developer Comments: When we originally added multiclassing, the caster level was ruled to be the highest of the classes' current caster levels. This was done to discourage splashing a single level in another class to buff spellcasting, but since multiclassing already requires an expensive feat this doesn't seem to be a problem. It also meant that characters with closer to a 50/50 split between two classes would have a caster level far lower than their overall level would suggest.
- Delver
- Path of Wind
- Lightning Charge now only triggers on damage dealt by spells
- Developer Comments: We've seen some very powerful enchantments created by players in both playtest groups. Since this ability could be used with any source of shock damage, combining it with a shock damage-dealing weapon such as one enchanted with Electric Blade would create an infinite energy source for an entire party.
- Magus
- Magus Table changes
- Spellcraft moved up from level 18 to level 10
- Added Alchemist's Pouch at level 1
- Developer Comments: Spellcraft is considered one of the most difficult branches of magic in-universe, and requires a fairly solid understanding of the game's mechanics,
so it felt necessary to make it a late game ability for the majority of classes. However, since it's also one of the most unique parts of this game and has been a major selling point, it
doesn't make sense to keep it for such high levels where low-level campaigns might not ever reach. Spellcraft has been moved earlier in the class table for most classes so that lower-level
characters can still have a chance to use it.
- Added Ranged Spellstrike
- Added Unusual Materials
- Added Alchemical Charge
- Arcane Materials
- Benefit reduced to a +3 casting bonus
- Developer Comments: I'm leaning away from abilities that auto-amplify for a couple reasons: One, they interact oddly with the base levels of spells, offering a much greater benefit to higher-base-level spells and enchantments; and two, we've seen a lot of enchantments being cast at higher levels than I think are appropriate for the character's level with relative ease thanks to these abilities.
Materials already offer a bonus to enchantments, so these feats will just enhance that existing bonus on materials with high enchantability.
- Ranger
- Deadeye
Reduced attack bonus for Taking Aim from +2 per frame to +1 per frame
Slightly reduced the Deadeye Damage curve in the Ranger table
- Hunter's Aim
- Per-frame Deadeye attack bonus reduced from +3 to +1
- Added a second tier to Hunter's Aim that increases the bonus to +2
- Developer Comments: Due to the ability of Rangers to use Take Aim for many frames at once, particularly when combined with longer turns due to Combat Adept, this feat was regularly affording the ranger massive attack bonuses, leading to almost every single attack being a critical hit.
We may need to adjust the Deadeye Damage curve at some point, but this change should help bring things back into balance.
- Relentless Pursuit
- Prerequisite changed to Ranger level 20
- Cost increased from 100 to 200
- Developer Comments: Exceptions to the repetition tax are something that needs to be offered sparingly given how the game balance is shaking out. It definitely needs to be considered a "high level" feature wherever it does occur.
- Scholar
- Added a 4-tier class feat for Alchemist's Pouch
- Artificer
- Artificer Table changes
- Spellcraft moved up from level 16 to level 8
- Metamagic moved back from level 8 to level 10
- Arcane Enchanter has been replaced by Fleeting Enchantments
- Added Alchemist's Pouch, Advanced Enchanter, and Expert Enchanter
- Added Enchantment Siphoning
- Specialist Enchanter
- Specialty gain reduced from 2 levels to 1
- Artificer Level requirement increased from 5 to 10
- Arcane Materials
- Benefit reduced to a +2 casting bonus
- Removed Practiced Enchanter
- Developer Comments: This feat was just too good for the health of the game. I do want to keep something of this mechanic to allow spellcasters to achieve 10+ level spells, but it needs to be a
limited-use ability that takes some investment, not a passive buff that applies to every spell.
- Spells
- 9 new spells have been added
- Added a new Target Details field for Spells that separately lists restrictions on targets
- A number of Targeting spells that previously didn't have saves now give the target a save
- Developer Comments: We want to make sure that, in almost all cases, the creature on the receiving end of a spell has some agency in preventing being affected by it. For Projectile spells, this is done via dodging;
but now that the rules for Targeting have solidified and explicitly state that Dodge can't be used on these spells, they need to rely on saves to give the target a chance to avoid the spell. A Targeting spell with no save is unavoidable otherwise,
which is a quality we generally want to reserve for spells with very minor effects, or very powerful spells that require a lot of resource investment.
- Updated a number of existing spells to include Damage roll values that were previously only mentioned in the description
- Hydraulic Force
- Base pushback distance increased from 8 to 12 feet
- Energy cost reduced from 10 per sustain to 4 per sustain
- Description updated to reflect mRPG 3.0 sustained spell rules - the effect preventing targets from moving towards the caster now lasts for that creature's next turn
- Developer Comments: This is a newer spell from v1.1 but it was relatively weak compared to the similar Flash Forward.
- Homing Missile
- Dodge penalty increased from -2 to -3
- Creatures can now use a single Dodge or Block reaction against any number of projectiles from a single instance of this spell, and roll against each projectile separately
- Developer Comments: Homing Missile's multiple projectiles introduce a number of complications to the rules. Mainly, the fact that most creatures have only one reaction frame
meant that they would only be able to dodge one of the projectiles at most, with the others guaranteed to hit. Multiple projectiles also combo very well with small per-hit damage boosts such as from
Mark for Death. This change lets a creature roll to dodge or block each projectile aimed at them separately to determine how many of them hit, while only requiring one reaction frame.
Since multiple rolls change the probability of a hit, the dodge penalty was increased to keep the spell at the same relative power level.
- Give Charge
- Changed the base energy cost to 0 and removed the Variable keyword
- Added a ruling that preparing the spell doesn't pay for the energy given
- Metal Mending
- Spell type changed to Cantrip
- Æther Harvest
- Æther Harvest now produces Crude ætherium
- The spell is no longer Static
- The spell is now limited to a maximum yield of 30 grams per creature harvested, which scales with amplification
- Developer Comments: Putting a cap on this spell's yield was necessary to prevent parties from obtaining very large amounts of the key enchantment fuel by defeating bosses with large energy reserves.
- Waterbreathing (Spell)
- Renamed to Breathing Bubble to avoid confusion with the enchantment of the same name
- Changed from a sustained spell to a Long spell with a 1-hour effect duration
- Invisible Hand
- Summon duration increased from 1 round to 1 minute
- Renamed to Occult Hand
- Developer Comments: It was as though an occult hand renamed this spell.
- Soul Steal
- Soul Steal and related spells and enchantments referring to 'soul containers' have been removed
- The concept of soul containers has been removed and replaced with Bloodstones
- Developer Comments: This was an earlier attempt at both material fuel for high-level spells and a way to create magical items with true sentience. Since those mechanics have both been superseded,
there was no reason for the game to keep soul containers as a concept. Bloodstones will sort of fill the niche soul containers were originally meant to fill -
a powerful but hard-to-obtain alchemical item used for the most powerful of complex enchantments.
- Enchantments
- Reviewed all enchantments currently in the game and made numerous minor adjustments to keywords and rules clarifications
- All existing enchantments now have material costs listed
- All existing complex enchantments now have full lists of components
- Pyromancy Boost and related enchantments
- Base level reduced from 3 to 2
- Modifier boost reduced from +3 to +1
- Developer Comments: These magic-boosting enchantments were proving to be too powerful, allowing mages to easily upcast spells above their level. While I do want players to be able to hyper-amplify spells, I want it to be something special when done - something the PC has to work towards. Having enchantments that can provide such a big bonus means the player only has to work towards it once and then has an effectively unlimited ability to keep upcasting spells with massive bonuses indefinitely, which disrupts the party balance.
- Fire Swing and related enchantments
- This cycle of enchantments are now Complex and Charged
- Rigidity and related enchantments
- Base level increased from 1 to 3
- Base energy cost increased from 30 to 40
- Added Acuity
- Developer Comments: This incomplete cycle of dual-ability-score boosting enchantments could be seen as objectively better versions of the single-ability-boosting enchantment cycle, since their base levels were actually lower. Acuity completes the cycle with DEX and WIS, and the levels have been increased to make these a bit more advanced than the single boosts.
- Lesser Regeneration
- Base level increased from 1 to 2
- Regeneration effect now only works below 50% max HP
- Lesser Regeneration is now a complex enchantment
- Greater Regeneration
- Base level increased from 3 to 5
- Ætherium cost changed to 2 Æther Crystal
- Regeneration effect now only works below 50% max HP
- Greater Regeneration is now a complex enchantment
- Developer Comments: Health regen is a complicated topic in TTRPGs. In their current state, these two enchantments create two major problems: the constant regeneration far
outpaces the damage output of all but the most lethal encounters, especially when amplified. Any encounter powerful enough to pose a threat to the player with regeneration would likely one-shot other party members, creating a massive power imbalance.
Second, its quick turnaround makes it effectively provide unlimited free full heals outside of combat. This benefit can be extended to the entire party simply by sharing the enchanted item for a short period of in-game time.
This nullifies the need for other sources of healing entirely and eliminates the need for the party to manage their resources between encounters during a dungeon.
A number of other forms of regen have been proposed, but the simplest change to these basic regen enchantments is to limit them to the bottom half of the player's health bar. This prevents them from being used for full healing between encounters
and levels the playing field between the wearer and other party members. We're hoping that this, combined with the level and cost increases, will balance these out.
- Dark Vision
- Base vision range increased from 20 ft to 60 ft
- Perseverance
- Base LP boost increased from 10 to 25
- Removed the Fortify enchantment
mRPG 3.0.9
- New status effect: Winded
- Sprinting for multiple frames per turn now confers the Winded effect
- At Winded 3, any additional Winded effects instead cause Exhaustion
- Initiative
- Creatures that join a combat round already in-progress take their first turn in the following round
- Combat
- Reaction frames can now be used to ready actions
- Added a page on time-based effects that codifies many of the spell and action effects that occur at specific times, or last for a specific amount of time
- Removed the rule allowing multiple reactions if the creature succeeds on a reflex save
- Developer Comments: I think the multiple-reactions rule lessens the need for players to manage their reaction frames, especially with characters that have high Reflex modifiers.
It also has the potential to massively slow down combat, so it's best to stick to the number of reactions allowed by a combatant's stats.
- General and Skill Feats
- Combat Adept
- Level prerequisites changed from 6, 12, and 18 to 10, 15, and 20
- Developer Comments: This feat has seemed like an auto-buy for almost every character in testing, even when table features exist which give extra frames to certain classes for free.
I don't want anything to feel like a must-buy regardless of class, especially something this expensive. The positioning of the first tier at level 6 was meant to make it so that a PC who wanted it that early would have to forego a lot of other good options, but most testers have been opting to go that route anyway.
We may end up reworking this feat in a later update, but for now, we're increasing the level requirements to discourage tunneling on it at low levels until there's more character points to go around.
- Take Aim
- Bonus to hit per frame spent Taking Aim reduced from +2 to +1
- Developer Comments: This change keeps the base game Take Aim skill feet aligned with the Ranger's Deadeye ability.
Foundry VTT System v0.16.3-1.3
- The Foundry system's rules, class tables, and compendiums have been updated with new 1.3 content
- The Magic tab now features an Alchemy Recipes section, and recipes can be found in the Spells and Enchantments compendium
- Spells and enchantments now display their material costs on their respective sheets
- Complex enchantments now display their component lists on their sheets, and casting one will perform each component roll sequentially
- Enchanted items now have fields to track enchantment levels and charges, and the character sheet now shows a Magic Tolerance bar next to the carry weight bar
- Fixed certain spells not rolling to cast when a roll should be needed, such as for a contested save or when a crafted spell has a chance of side effects
- Fixed an error that could display on clients when the turn changes in combat (#142)
- Fixed the UI dropdown menus being unreadable on Windows machines using dark mode (#125)
- Fixed an issue that caused renaming a container to break the UI (#141)
- Fixed the "update items" script not preserving key item properties like condition, quality, and enchantments (#141)
Fall 2024 Foundry Updates
Foundry VTT System v0.15.40
- The Class Features data is now complete through level 20 for the Delver, Mercenary, Ranger, Guardian, Scholar, Witch, and Artificer
- Fixed the Delver's Rage action not working properly (#127)
- Fixed an issue where feats created by the Improve Skills dialog appeared blank and didn't properly calculate costs (#129)
Foundry VTT System v0.15.34
These are minor updates focused on quality-of-life improvements and fixing bugs found in the last few playtest sessions.
The next major Foundry system update, v0.16, is in the works and planned to launch later this year.
v0.16 is expected to be one of the last beta versions of the Foundry system and will include automation of some of the class feature changes for player characters,
along with another round of class feature implementations for levels 16 through 20.
Once all of the classes have been fully implemented, the Foundry system will move to the full release phase.
- Fixed the measurement tools in the app not calculating diagonal movement correctly (#116)
- This update and all future updates will require Foundry VTT version 12
- Developer Comments: This has been a known issue with Foundry's measurement tools for a while, as its default behavior treats diagonal movement with the same cost as the cardinal directions. Foundry v12 offers an easy fix for this, but it is incompatible with version 11 and earlier.
Foundry VTT System v0.15.33
- The system is now verified compatible with Foundry VTT version 12
- Added the Light theme on the in-game cell phone
- The 'Auto' theme setting will utilize the light theme when the sun is up in-game and dark mode during nighttime
- Removed the separate 'Cast' and 'Attack' buttons on the spell casting dialog - there is now only one roll button which will be 'Ranged Attack' for Projectile spells, 'Melee Attack' for Attack spells, and 'Cast' for all other spells
- Fixed certain die rolls that utilize specialties not properly calculating the bonus amount (#110)
- Fixed an issue where the 'X' icon to close a photo on the cell phone could be covered by a scroll bar (#105)
- Fixed an issue where selecting 'Other' for the parent skill of a specialty would show Agility instead (#107)
- Fixed the Spell Preparation, Spell Storage, and other secondary actor sheets not being scrollable (#108)
- Fixed an issue where items could be taken out of storage when running the Update Items (Admin) macro (#109)
- Fixed an error when using the Rest for the Night action on NPC's (#111)
- Fixed an issue where certain special attacks and spell rolls for monsters would show an incorrect modifier (#112)
- Swapped the orientation of sent and received text messages in the cell phone to match standard messaging apps IRL (incoming on the left, outgoing on the right) (#114)
July 2024 Update
New Era: Sol 366 Edition v1.2
- Metamagic
- 17 new Metamagic components have been added to the game
- The "Component" keyword has been removed and replaced with three new keywords describing the component's role: Input, Controller, and Modifier (The 4th component type, Output, has no need for a keyword since any spell or enchantment can be one)
- Added a Components page that defines the metamagical code into four types of components and describes the usage of each
- Added descriptions of the component types to the Complex Enchantments page
- Magical Artifacts
- 7 new magic items have been added to the game
- The details screen for magic items now displays their full details including the list of magical components, actions, and interface spells
- Added the page on artifact classifications
- Classification level 5 is now called "Catastrophic" and the theoretical 6th level "Apocalyptic"
- Added a page on interface spells
- Spellcraft
- Added a formal rules section to the Spellcraft page
- Added the Spellcraft Guidelines page, providing GMs with useful tips for working with players on crafting spells
- Derivative Spells
- This new feature is exclusive to the Scholar and allows the easy crafting of spells that are based on existing spells but with slight modifications, such as splash damage or a different targeting mode
- The Derivative Spells page includes rules and guidelines for common changes to spells and their respective balancing methods
- Scholar
- Moved Spellcraft up from level 12 to level 5
- Added Derivative Spells and Creative Inspiration as new class features at level 12
- Moved Mindfulness Mastery from the Scholar table to a Scholar class feat with two tiers
- Moved Spell Scribe from Scholar class feats to the Scholar table as a level 15 feature
- Added two new class feats: Variable Spell Slots and Fast Reader
- Spells
- 22 new spells have been added to the game
- Homing Missile
- Damage reduced to 1d6 per projectile
- Energy cost increased to 8
- The damage per projectile no longer scales with amplification
- Developer Comments: This spell was a bit too strong to begin with, and having both the number of projectiles and the damage per projectile scale with amplification meant that its power actually increased with the square of its amplification factor.
- Accretion
- Range increased to 20 ft
- Damage increase changed from an increase in die size to a static +3 per sustain
- The spell can now inflict a base damage of 1d4 with no sustain actions
- Developer Comments: As much as I liked the flavor of having a bigger math rock for a bigger rock, the benefit this gave wasn't ultimately worth the time investment in combat, so this spell felt weak.
- Earthquake
- Base range reduced to 12 ft
- Base damage reduced to 3d6
- Added the option to reduce the spell's range when amplified
- Whirlwind
- Movement speed increased to 16 feet per round
- Save difficulty increased to 13
- Spell duration increased to 4 rounds
- Developer Comments: This is one of my personal favorite spells, but seeing it in-action, it felt pretty underwhelming. Increasing the speed the whirlwind moves at should increase the amount of havoc it wreaks.
- Most spells have had their range increased, and many no longer scale with amplification
- Developer Comments: Since so many spells' ranges were scaling, they had been given very short ranges at base level to prevent them from having excessively long ranges when amplified. In practice, this wasn't very fun, as players were continuously running into problems casting useful spells due to the distance. There isn't really any reason for a Targeting or Projectile spell to have a range of less than 20 or 30 feet except in very special circumstances. This change drastically increases the base range of many combat spells, but turns it into a static amount that will not increase when amplified.
- Enchantments
- 22 new enchantments have been added to the game
- Added a page on Enchantment Targets
- Enchantment target categories are now separate for melee and ranged weapons
- Ranged weapon enchantments can be applied to a weapon or to its ammunition
- Strength Boost and its counterparts for other ability scores
- The base modifier bonus for these enchantments is reduced from +3 to +1
- These enchantments now only apply to 'nonmagical' checks using that score
- Developer Comments: A +3 bonus to ALL checks involving an ability score is a hugely powerful boost for the level and cost of these enchantments. The addition of the 'nonmagical' restriction serves to prevent these enchantments from stacking too heavily with other magic-boosting enchantments which can result in extremely high spellcasting modifiers at relatively low levels.
- Pyromancy Boost and its counterparts for other schools of magic
- These enchantments now only apply to casting spells
- Developer Comments: The ability of an enchantment to apply a boost to casting that same enchantment created a loop where the caster could produce increasingly higher-leved enchanted items. Since there is no limit to the amplification factors possible on enchantments, this could be done infinitely unless the GM stepped in.
- Online Rulebook fixes and improvements
- Fixed an issue that would cause the Enchantment and Magical Artifact details screens to show a blank white page for some items
- Fixed the Breath Potion having a missing bottle image
- Fixed an issue where some potions didn't display the correct stats for taking multiple doses
mRPG v3.0.8.1
- Added a number of new items to serve as the basis for magical artifacts
- Some existing items now have more detailed action rules
New Era: Sol 366 for Foundry Virtual Tabletop v0.15
- Added the in-game Spell Study Guide
- Multi-tiered Feats are now displayed with separate data fields for each tier
- Added the Actions compendium
- Actions attached to items and feats in the CASPER database are now imported into the Foundry compendium packs and shown on character sheets when a character has the item equipped
- Added two new actor types: Container and Vehicle
- The Container actor type allows a token to be placed in the scene to function as a collectible set of items for players to find
- The Vehicle actor type can represent a player-owned vehicle or communal one and allows for easier tracking of items stored in it
- Users can now drag-and-drop items from one actor's sheet to another if they have ownership permisions on both actors
- The PC and NPC character sheets now display fields for Temporary hit points
- Added a macro that sustains the spell a character is currently casting, allowing the player to re-roll effects and damage and reduce energy without rolling to cast again
- The GM can now mark creatures as defeated, which unlocks their inventory for players to take items from
- The Learning Experience, Specialty Improvement, and Ability Score Improvement class features now include selection dropdown menus
- Fixed an issue where two scroll bars would appear on the feat browser (#54)
- Fixed an issue where some actions were disabled during combat that shouldn't have been (#87)
- Fixed an issue that caused the Social actions to not be draggable to the hotbar (#68)
Revision v0.15.21
- The Scholar's class features have been updated to reflect the changes in v1.2
- The Magical Items compendium now contains magical artifacts as well as potions
- Added an action to potions that consumes the item and replaces it with an empty bottle (#97)
- The details of spells and potions are now printed to the in-game chat when using them (#90)
- Added a field for Derivative spells on the spell and enchantment sheets (#96)
- Updated the enchantment targets fields with new Melee and Ranged options, as well as an option for creatures to support Hexes and Curses
- Added "Store All" and "Put Away All" buttons to the character sheet's Equipment tab
- Changed the way hand-and-a-half weapons operate. Players can now click the "One-Handed"/"Two-Handed" button on the Equipment tab to switch the behavior of hand-and-a-half weapons. Previously, these weapons would behave as two-handed whenever equipped in the right hand and there was no item in the left.
- The compendium packs now have custom banner images
- Fixed a game-breaking bug that caused character sheets to fail to render at or above Scholar level 12 (...whoops!) (#101)
- Fixed an error with the Sustain a Spell action (#95)
- Fixed Metamagic not displaying in the Spell Study Guides, removed the Metamagic compendium pack and merged its contents into the Spells and Enchantments pack (#93)
- Fixed spellcasting not utilizing temporary energy (#99)
- Fixed the energy cost check on the spellcasting dialog not reflecting temporary energy or alternate energy sources (#100)
- Fixed "Extra Natural Skill" and a few other general feats missing from the Feats compendium (#89)
- Fixed an issue where certain class-based actions would display on the character sheet when they hadn't been unlocked (#98)
Learn more and see known issues at the Foundry system GitHub repository.
Version 1.1.3
April 18, 2024
New Era: Sol 366 Edition
- Inspiration
- The character point value of unspent points of inspiration has been reduced from 20% of the current level increment to 10%
- Developer Comments: At higher levels, we're seeing points of inspiration be worth too much to the point of players not wanting to use them due to their high payout at the end of the session. Cutting the payout in half should incentivize using inspiration more and to take advantage of its other uses, such as the +7 "Lucky roll" and the extra combat frame.
- Spider
- The Spider's level 9 core feature has been changed to Tarantula
- Moved Venom to an optional Archetype Feat
- Changed Fast-Acting Venom to be the second tier of the Venom feat, with a prerequisite of Witch level 12
- Developer Comments: The Spider familiar, with its small size and low HP, is great in certain situations, but could stand to be more capable in the average combat encounter as it's the Witch class's signature ability. Giving the Witch the ability to summon larger versions of it that can perform regular melee attacks will give it more versatility and make use of its high movement speed.
Foundry VTT System v0.13
- The Foundry system now includes class feature data through level 15 for all classes currently in playtesting: Delver, Mercenary, Ranger, Scholar, Guardian, Artificer, and Witch
- Added the Spell Focus management sheet for the Artificer
- Quality-of-life improvements
- Added tabs to the character sheet's spell list allowing spells to be sorted by type and form
- Players can now mark spells as favorites and view their favorite spells on a separate tab
- Added "Spellcasting" and "Other" options to the parent skill dropdown for specialties
- Improved the Damage prompt UI so that it autofills with the latest damage roll result and takes less time to fill out
- Improved the responsiveness of the in-game phone UI and fixed issues relating to the ENTER key triggering incorrect actions
- Added a game setting to turn on/off confirmations when deleting items from the character sheet
- Bug Fixes
- Fixed a number of incorrect or missing values in the Class tab features table
- Fixed an issue causing monsters to take damage from magical exhaustion when casting spells
- Fixed a permissions issue preventing players from executing hotbar macros. Macros already created will need their permissions changed to "Observer" or higher for all players.
- Fixed a styling issue that caused the bottom part of the character sheet to be cut off on smaller screens
- Fixed a ReferenceError when rolling the damage for Lightning Bolt
- Fixed an issue causing the map to be hidden from players with the Blinded 1 status effect
Version 1.1
January 2024
New Era Sol 366 Edition v1.1
- Spellcasting
- The spell types have been reworked, and three new spell types have been added
- 1-frame spells, previously known as Cantrips, have been renamed Quick spells.
- 3-frame spells, previously known as Rituals, have been renamed Channeled spells
- Concentrated spells have been renamed to Sustained spells
- New spell type: Cantrip
- New spell type: Long Spell
- New spell type: Ritual
- Added new spell keywords: Otherworldly and Scaling
- Developer Comments: Some of the feedback received recently made me think there was a need for more flexibility in the types of spells that can exist. Charged spells were a thing in mRPG 2, but were removed early on in Sol 366 as they didn't seem necessary. The new Cantrip spell type should enable some more creativity in terms of performing spells alongside other actions, and Long spells and Rituals will allow more powerful magical effects that take more than three frames.
- Prepared Spells
- Prepared spells that require a skill check due to their level now receive a +5 feature bonus for being prepared
- Added a new school of magic: Channeling
- The Channeling school contains spells that function as innate "special powers" that automatically amplify based on a specific class feature or table attribute
- A number of existing special magical powers gained from class features and feats have been reworked as innate Channeling spells. See the change log for each class below for details.
- Developer Comments: Making these abilities into specialty cantrips will hopefully clarify their usefulness. Since spells had to have a school of magic, I didn't want to pick the "closest match" for these existing abilities since that didn't always line up with the schools of magic that the class normally learns. The Channeling school serves as a designation to keep these spells working as they would normally without too much confusion. In a future update, I'm considering moving the Chanter's Chants, the Guardian's Stances, and the Sage's Diviner Sense into this format as well.
- Delver
- Immense Energy now doubles the Delver's rate of energy recovery on short rests
- Developer Comments: We saw a Delver rest for 2 hours and only recover enough for a couple weak spells. Elemental magic is pretty energy-hungry and Delvers already get a bigger energy pool from this feature, so it feels right that they should gain more energy on resting as well. I considered making this a class feat, but it would have been a must-buy, so instead it's just a part of the core feature.
- Elemental Channeling has been changed to a scaling cantrip
- Ranger
- Primal Sense has been changed to a scaling cantrip spell
- Druidic Will has been changed to a scaling spell instead of an extension of the original Primal Magic ability
- Researcher
- The Researcher's Spell Studies feature has been reworked
- Researchers now learn all spells of a specified level and rarity (or lower) with each Spell Studies instance, along with choices for other spells in the same form as their major school and a few from other forms
- Added Apprentice Researcher, Independent Researcher, and Senior Researcher features that introduce uncommon, rare, and legendary spells, respectively
- The following Researcher class features have been updated to reflect these changes: Fast Casting,
- Magus
- The rules for Spellstrike have been updated so that spellstrikes are now considered cantrips on attack moves
- Spellstrikes are now amplified to the highest trivial level instead of the Magus's caster level which helps simplify die rolls
- Spellstrike can now be used for Quick spells on one-frame attacks and Standard spells on two-frame attacks
- Enhanced Strike now allows the Magus to use Charged spells as spellstrikes on three-frame attacks
- Guardian
- Qi Rush has been changed to a Channeling cantrip
- Scholar
- Bug fixes and technical improvements
- A number of spells now have unique images on the SRD as well as the Foundry system
- Fixed an issue where clicking spells in the Spell Study Guide and other spell lists would lead the original tab to an error page
- Some of the UI icons imported from mRPG have been updated so they no longer appear dark on a dark background
mRPG v3.0.8
- Readied Actions
- The waiting status effect is now used to indicate a creature with an action readied
- Readied actions can now be cancelled as a free action instead of making the combatant preoccupied
- Readied actions no longer cause the combatant to lose their regular reaction frames after the readied action resolves
- Developer Comments: Readied actions had been codified in mRPG for a while, but they turned out to be a lot more popular than originally thought and there were a few gaps in the rules. These changes make readied actions more flexible by allowing players to continue using reactions as normal after a readied action has resolved.
- Medicine
- The amount of healing from Giving First Aid has been reduced to 1d8
- Increased the healing gain on Healer Adept, lowered the skill level requirements, and added a 5th tier
- Developer Comments: Including the Medicine skill modifier in the healing amount was a mistake, since it's quite easy to get a skill modifier over +10 in one skill at a relatively low level. To counterbalance this and still allow healers to restore more HP at higher levels, the Healer Adept feat has been given an additional tier while the other tiers have a lower level requirement and increased healing gain.
- Inspiration
- Added points of inspiration as an optional rule
- Status Effects
- New images have been added for all existing status effects
- Added Dazed and Weakened
- mRPG modules can now more easily create their own special status effects, such as spells in New Era
- Time
- The ruling on effect durations changing from rounds to minutes has been removed; one minute now equals ten rounds
- Replaced "Fast Adventuring" rules with the Encounter phase
Foundry VTT System v0.12
- Action Hotbar
- The system now supports creating hotbar actions (Macros) by dragging certain elements of your character sheet to the hotbar
- Added a compendium of common hotbar actions
- Users can drag abilities, skills, knowledges, and specialties from the Abilities tab to the hotbar to create roll shortcuts
- Users can drag actions from the Actions tab to the hotbar to create quick actions that open the roll options in a small dialog box
- Spells
- Casting a spell now opens a prompt that displays the energy cost and difficulty and allows the user to change the amplification level while seeing the effects on the spell's difficulty
- The spellcasting roll buttons have been moved from the character sheet into this prompt
- Users can drag spells from the Magic tab to the hotbar to create shortcuts for casting them
- Class-Specific features
- The Mercenary's Rage and Reckless Attack actions create effects
- The Guardian's fighting stance actions (through level 10) now create and switch an effect that displays the current stance
- The Scholar's spell preparation opens a separate window which spells can be dragged onto to track prepared spells and spent slots
- Rules changes
- The Foundry system now supports inspiration, which can be enabled by the GM in the game settings
- Added all new status effects to the effects menu
- Bug fixes and technical improvements
- Added a game settings option to instantly roll actions that only have one roll when clicked on in the hotbar
- Added a game settings option to automatically amplify spells to the highest level that doesn't require a skill check
- The system is now compatible with Foundry VTT version 12
- Fixed the damage on Lightning Bolt not calculating correctly
- Fixed an issue causing the Dodge action to roll the wrong skill check (Athletics instead of Agility)
- Fixed an issue that sometimes caused enchantments to disappear if an item's sheet wasn't updated before closing
- Fixed an issue that could cause text messages to disappear from the phone
Foundry VTT System v0.12.15
- Fixed a ReferenceError when increasing a character's maximum HP
- Fixed an issue where taking certain types of damage could set a character's HP to an incorrect value
- Fixed an issue causing broken macros to be created when dragging actions to the hotbar that originate from class features
- Fixed players being unable to equip custom armor items
- Fixed certain data fields on the Spell and Enchantment sheets appearing blank when the spell is amplified
Version 1.0.7
mRPG 3.0.7 / Foundry System v0.11 / December 6, 2023
New Era Sol 366 Edition
- The difficulty of the Wisdom check to meditate for learning spells is reduced from 13 to 10
Developer Comments: This was proving to make magic a bit too difficult for low-wisdom characters. I still wanted there to be a check, but 13 was too high.
- The Scholar Bonus feature has been changed from granting a skill level increase to a +1 class bonus in the selected magical skills
With the change in Natural Skills to increasing every skill instead of just one, this bonus needed to be nerfed to prevent Scholars from gaining access to high-level spells much earlier than intended.
- Photography (Technology) has been added as a specialty
- Clarified the rules on concentrated spells. Since we no longer have two different types of sustained magic, concentrated spells are now a hybrid of the two. They take one frame to start casting before taking effect, after which the caster can spend any number of frames on their turn focusing on the spell, but must use at least one or the spell stops. The caster is not preoccupied but must end the spell to use any reactions.
- Inscription has been renamed to Spellcraft, a change made some time ago in Foundry
mRPG 3.0
- Natural Skill Improvement has been changed to increase each of your natural skills by 1 level instead of just one. The feature still can't increase a skill beyond 7 until level 20.
Developer Comments: We'd been playing this way for a while in testing, but this patch to the rulebook finally codifies it. It makes natural skills a lot more valuable.
- The amount of HP recovery per hour of a rest has been reduced to your level per hour
Developer Comments: The math wasn't adding up here. Including the Hit Point Increment roll in resting HP recovery meant that most characters only had to rest for 1-2 hours for a full heal early on. In what is mainly a realistic RPG, the goal is not to have HP fully restored just by sleeping.
- Excess healing beyond a character's max HP (or beyond the overheal maximum if applicable) now applies to the character's life points
Foundry VTT System
- Added an Effects tab to the character sheet, which displays Foundry's Active Effects system
- Added Actions, Effects, and/or Enchantments tabs to some item sheets
- Actions added to items will appear under the owner's Actions tab during gameplay, but will only be available when the item in question is equipped
- The system now implements New Era's official set of status effects with descriptions that appear in the effects tab
- The Effects and Enchantments tabs represent enchantment effects on items as Active Effects in Foundry
- Enchantments can be dragged onto item sheets to apply the enchantment to the item, changing its name and adding the enchantment as an Active Effect
- The Class features lists are now complete through level 10 for all classes
- Made some changes to the Equipment screen's scrolling behavior to make dragging and dropping easier
- Added the ability to place inventory items in storage. Stored items can't be equipped and don't count against your carry weight.
- Added an "Improve Skills" button which automatically creates a Skill Improvement feat and increases the selected skill's level
Version 1.0.6 - mRPG 3.0.6
October 2023
New Era Sol 366 Edition
- Charisma Boost and its cycle of enchantments have been buffed to a +3 bonus at base level, and the costs have been increased to 2 grams of ætherium
mRPG 3.0
- Reduced the base damage for all shotguns to a standard 1-die value like other guns
- The Range Increment mechanic for shotguns has been changed to Range Falloff, and the damage reduction has been changed from 1d to 1
- Reactions against a creature making a two-handed power attack now have advantage on rolls
- Removed the "light, medium, heavy" designation from melee weapons and replaced their respective pages with one-handed, hand-and-a-half, and two-handed
Foundry VTT System
- The Equipment tab on the character sheet now displays a number of item slots, and items can be dragged between the backpack and the appropriate slots to show what the character is holding/wearing
- Fixed the combat tracker not using the correct modifier for initiative rolls
- Fixed an issue causing player characters' levels to display incorrectly when using the Advanced Skills format
- Added an "outfit type" selection to the Item sheet, allowing different outfits to be represented with custom descriptions
- Fixed an issue causing the rarity and type of some items to appear blank
Version 1.0.5 - mRPG 3.0.5.1
August 22, 2023
New Era for Foundry VTT
- The Sol 366 Foundry VTT system is entering playtesting this week! The core character and NPC sheets are ready to use, with the exception of some of the more advanced features such as automatic selection of class features and the Actions tab.
- Download the latest source code here - a system manifest URL will be created in a coming update.
- Added "Foundry Import" links to certain item detail screens that download a .JSON file for importing into Foundry - We are still working on a way to bulk import the entire compendium, until then these links can be used to import the items and spells as needed in-game.
New Era Sol 366 Edition
- Spellcasting
- The difficulty to cast a spell at your skill level has been changed from 10 to an automatic success
- The difficulty to cast spells above your skill level has been changed to 10 for a spell one level above plus 5 for each additional level
- Spells that require a save still require the caster to roll a skill check to determine the save's difficulty
- Projectile spells now require a Spell Attack check to determine if the spell hits, even if it automatically succeeds to cast
- Added the Spell Attack Modifier for projectile spells, which equals each form of magic's modifier plus the caster's Marksmanship modifier
- Magical Artifacts
- The artifacts compendium is now displayed in the rulebook on this page
- Details of magical artifacts can now be viewed by clicking their names in the compendium list. Crafting and spell information to create magical artifacts is coming in a future update
mRPG 3.0
Version 1.0.4 - mRPG 3.0.5
August 3, 2023
New Era Sol 366 Edition
- Investigator
- Added Lockpicking (Sleight of Hand) to the Investigator Specialties list
- Removed the initial ability scores requirements for classes
- Various new monsters have been added to the compendium
Technical Updates
- Improved the Actions compendium by differentiating between second- and third-person description text
- Various changes to the Creature and NPC Inventory screens to allow more flexibility with enchanted items
- Added Die Roll buttons next to creature and NPC stats
- Darkened the table styling to make links easier to read
Known Issues
There are a few outstanding issues with this build, namely with the creature and NPC displays. These are planned to be addressed in the next
update, but since they're purely on the GM side at this point we didn't want to delay releasing these changes since playtesting will be restarting soon.
- Damage values for weapon-based attacks on the creature details screen are different between the Inventory and Actions tabs. Currently the Actions tab is considered the correct one
- NPC details screen is missing die rolls for stats, and weapon damage on the inventory screen doesn't match the weapon stats for some items
Version 1.0.3 - mRPG 3.0.4
June 11, 2023
Wow, it's been almost two months since the last update went live. There's been a lot going on that's kept me from having as much time to develop and playtest as I would like, but
this update's a major one. For a while we've mostly just been "winging it" as far as monster stats go, but this update adds a full data structure for creatures, companions, monsters and NPCs.
This was a must-have in order to finish developing animal companions and familiars, which are a core part of why the Witch class had been hidden for so long. There's still a lot of refinement
needed for these features, but I'm glad to finally have them out in the wild to start testing! The next update will largely be content - focusing on magic items, potion crafting, and maybe a few
more spells and complex enchantments, along with any further balance changes that come about from playtesting.
New Era Sol 366 Edition
- Alchemy
- Added 55 new potions based on VRG designer concepts
- Added Compounds, a combination of potions and reagents that manipulate their effects similarly to complex enchantments
- A fun new Potions page listing all the base game potions with customized bottle graphics
- Witch
- The 12th and final class for Sol 366's base game is now ready to playtest!
- Includes 8 familiars to choose from at level 3, plus the full set of core features and class feats
- Creatures and Monsters
- Added Companions, Animals, and Monsters lists under a new section of the table of contents
- Added a Creature Details page that shows all of a creature's special abilities, stats, and actions to be used by a player or the GM
mRPG 3.0
- Core Rules
- Natural Armor can no longer reduce incoming damage to less than 1
Developer Comments: I feel that this is another necessary change to keep armor in check at low levels. When combined with strong equipped armor, it had the potential to make low-level characters effectively invulnerable to any hit. Adding this minimum of 1 damage also allows certain spells and enchantments to trigger.
- Blowgun
- Added the Blowgun Coupler attachment to combine two short blowguns into one long one
- Drunk
- Reduced the difficulty of the initial Endurance save from drinking from 10 to 0. The difficulty still increases by 2 per drink consumed.
Technical Updates / Bug Fixes
- Added images for Alchemical Items, which appear as bottles filled with color dynamically displayed based on the potion's appearance
- Fixed Cryomancer's Hand being incorrectly listed as a Pyromancy spell
- Separated the Items list into Consumable and Equipment columns
- Changed the icon for Piercing damage to a sharp nail
Version 1.0.2 - mRPG 3.0.3
April 17, 2023
New Era Sol 366 Edition
- Added the Alchemical Items section listing all the available potions by level. Currently there are 35 potions in the game, more are expected to be added during playtesting.
- Updated the mechanics of the remaining spells to use mRPG 3.0 terminology
- Added a number of new spells, enchantments, and magical artifacts
- Added rules on firearms licenses which restrict the purchase of high-powered ranged weapons as starting equipment
- Developer Comments: We feel that this is necessary not only for flavor, but in order to limit the use of mRPG's high-powered firearms at low levels.
It's up to the GM to decide the consequences a player might face for choosing to carry an illegal firearm.
- Added a general background to gain a Class I, II, or III firearms license, and added licenses to certain career backgrounds
- Added Class I and II firearms licenses to the Ranger and Investigator classes
mRPG 3.0
-
Human
- ⇧ Carry Weight increased from 4 + Strength to 8 + Strength
- Developer Comments: During the first session, we found the carry weight to be way too restrictive. Some PC's weren't even able to carry their starting gear without being overencumbered.
A lot of simple utility items have 1 weight, and that adds up quickly.
We'll be keeping an eye on this to see if we need to increase it further.
-
Brass Knuckles
- Moved from the Items section to the Melee Weapons section
- Renamed the base items to Knuckleduster and Spiked Knuckleduster
- Added a crafting recipe and new material variants
- Developer Comments: This is a unique case, since this is a weapon that uses your unarmed attack instead of a swing. That's probably why it was originally listed as an item instead of a weapon, but
making it a melee weapon allows us to include crafting and material mechanics for it. The damage and value are based off the original items and are unchanged.
-
Body Armor
- ⇩ Base Armor Rating reduced from 6 to 5
- ⇧ Base Price increased from 12,000 CR to 40,000 CR
- ⇧ This item now protects the entire body, including all called shots except the head
- Developer Comments: Making the Body Amor protect against everything stands it out from the Vest item, which is more accessible but only stops generic and chest attacks.
To balance that out, its price was significantly increased along with being set to Rare to put this piece out of reach of low-level characters, since these high-rated armor pieces
effectively make a character invincible against the amounts of damage dealt by low-level monsters.
-
Boots
- ⇧ Base Armor Rating increased from 4 to 6
- Developer Comments: These armor rating changes keep these other equipment pieces in line with the changes to plate armor. They only protect specific parts of the body, so a higher armor rating makes them more valuable.
-
Helmet
- ⇧ Base Armor Rating increased from 4 to 6
-
Gauntlets
- ⇧ Base Armor Rating increased from 3 to 6
-
Crossbow
- ⇩ Damage reduced from d12 to d10
- ⇩ Range reduced from 400 to 200 feet
- ⇩ Base price reduced from 60,000 CR to 24,000 CR
-
NEW: Compound Crossbow
- Developer Comments: I wanted there to be more than one variant of the Crossbow. The standard crossbow's range was a bit long, so it got nerfed and the Compound Crossbow was added with more powerful stats and a higher price.
- The Adventuring page has been revised to include a turn order rule and clarification on travel and group actions
- Added a Rules Variants section
- The Advanced Skills rule set, previously listed as an expansion module, has been merged into mRPG 3.0 as an optional rule variant
- Added rarities to weapons, armor, materials, and items
- Added rules in the character creation guide restricting the rarity of starting equipment based on level
- Developer Comments: We needed some way to limit what can be purchased from the equipment list during character creation, in order to save the rarer or more advanced
weapon and item variants for later in the game without just making them obscenely high-priced. Weapons now have a rarity for both the material and the weapon style, and whichever
is higher takes priority.
- The "inquisitive" human racial trait has been changed so that Knowledge skills no longer require at least 1 skill point to be assigned to them. Instead, they can be initially set to 0 and improved upon via the Skill Improvement feat and by other means.
- Developer Comments: This was how a lot of players assumed the free knowledges worked anyway during character creation. The requirement to assign at least 1 initial point
made sense, but this way feels more intuitive since knowledges starting at 0 can still be improved by character point purchases.
Technical Updates / Bug Fixes
- The search function can now be used to look up Actions in addition to other compendium entries
- The Armor details screen now shows its variants in the same concise table layout as the Weapon details screens
- Fixed an issue that caused item weights to display incorrectly on some pages
- Fixed some weapons' damage values diplaying incorrectly as constant amounts instead of dice (i.e. "8" instead of "d8")
- Fixed some Researcher schools not showing spells on the Spell Study Guide
- The Brawl (unarmed attack) action has been corrected to use an Athletics check to hit instead of Dexterity
- Fixed an issue causing ranged weapons to not show any compatible attachments
Version b1.0.1 - mRPG b3.0.2
April 3, 2023
New Era Sol 366 Edition
- Updated the mechanics of spells to use mRPG 3.0 terminology. The following schools of magic have been updated: Pyromancy, Restoration, Abjuration, Physiomancy, Transmutation, Divination, Necromancy. The remaining schools will be updated in the next update.
- Added "Honing your Magical Skills" section on learning spells to automatically level-up magic skills with spell learning
- Re-added the Weak Magic flaw and Magically Inclined general background
mRPG 3.0
- Updated the damage die values on ranged weapons to balance them against the same updated damage values for melee weapons that were implemented earlier
- The cost of rare weapon materials has been increased significantly to be more realistic and to put them out of reach of low-level characters
- Added new flaws and backgrounds based on playtester feedback
- Added two new ranged weapons: the recurve bow and blowgun
- The difficulty to draw a long bow to full power has been reduced from 20 to 12
Technical Updates / Bug Fixes
- Sitewide search now includes results from the CASPER database
- An updated landscape-format character sheet has been created, and example images of filling it out have been added to the character creation guide
- Added more detail on feats when looking them up through search
- Fixed melee weapon tables displaying incorrect weights
- Re-added the "Cost" column on melee weapon tables
- Fixed an issue that was causing a blank white page to display when looking up certain weapons and armor
- Fixed an issue where some feats views were showing empty tables
- Items list now displays prices in white text
- Fixed the Machete being missing from the melee weapons list
- Fixed an issue where amplifying spells would sometimes cause unusual numbers to appear due to round-off errors
- Decoupled the colors of feat costs from the mRPG styles and made them more readable in Sol 366
Version b1.0.0 - mRPG b3.0.1
March 13, 2023
- Initial Closed Beta Release using mRPG 3.0