What? A new feature update with nothing in between? Yeah, this one is going to be a doozy.
With playtesting increasing, all sorts of impressions and observation have trickled back to me and one of the biggest puddles that has formed is "the Trick Dice are confusing." While players have had fun playing the system as a whole, interpreting results usually bogged things down. To help remedy that, a concerted effort has been made to streamline the process as much as possible while still retaining the core design principles that make BLURR so unique. Introducing, BLURR 2.0!
The "To the Nines" Update
Changes to Dice Resolution!
Trick Dice have been flipped on their head. Previously, 1-6 were considered successes. Now it's "5 and up" (5-9). This has proven to be more intuitive for new players than the old way.
Additionally, resolution for Tricks, Slips, and Crits have been adjusted. Previously, 5 was an instant Trick and 6 was a Critical Success. Meanwhile, 0 was in instant Critical Failure. Now 7 and 8 are insta Tricks, 9 is a Crit Success. 0 has been nerfed, resulting in only a Slip when rolled, but can add up to a Crit Fail if two or more are rolled. This way Tricks become more frequent and 0s become less punishing
Trick, Slip, and Crit effects have been shifted around. Tricks/Slips now grant Advantage/Disadvantage, Crit Success/Crit Fail now grant upgraded dice. Previously, the reverse was true, but since Tricks/Slips happen more frequently, adding/removing dice takes slightly less mental energy to parse than swapping out and replacing dice, so things are able to move a bit more quickly over the course of dozens of dice rolls
Adjusted dice diagrams to reflect this change, including one that was previously mismatched with the text!
Basic Gameplay Cheat Sheet has been updated with new rules
Adjustments to the Intro Adventure
Several sidebars have been added throughout the adventure to remind GMs of relevant rules for each encounter, in effect teaching the system as the game is run
Fixed a section that describes "three" doors when there are clearly two
Adjusted rules for balancing Boss encounters with +/- three players
Tweaked certain map elements for visual clarity
New Mechanic!
Ranged attacks now have Advantage when the attacker is at Height 2 or higher relative to the target. The inverse adds Disadvantage. This encourages Fly Types to make strategic use of their flying abilities and incentivizes PCs on the ground to take defensive action (i.e., using cover rules, hopping onto elevated terrain to close the distance, etc.
Character Creation change
When making Signature Attacks and Talents, the first slot is reserved for the characters' primary attack. Not having it here was rather odd in retrospect.
Additionally, the following slot is reserved for an attack type of the players' choice, which doesn't have to be a spin attack. This is a "murder your darlings" moment for me, but getting stuck with an ability that is useless to your character right off the bat is no fun, so I'll let go of a little thematic integrity for the sake of fun.
Additionally
Fxied mroe tyops
New font (barely noticeable, purely for compatibility between word processors)
Keep On Rollin'
- McShmoodle
At this time there are no immediate plans for a Discord server. The community is still coalescing into something substantial, and a Discord server would not be practical right now. But that might change one day, we'll see.
In the meantime, the best way to interact with the community is on Twitter and the SonicTTH YouTube channel.
Could you guys do a Discord server? So players can talk about and even invite each other to their campaigns?