====== Notes ====== Rebalancing backgrounds in my Legacy RPG. Every background gets the following for free: * 10 points of stamina; * 2d4 recovery dice; * 2 training ranks in defences (Fortitude, Reflex, Will); * 100 silver coins; * 20 "customization points" (which must all be spent at design time). Customization points may be spent as follows: * 1 point for +2.5 stamina (rounded to convenient values); * 2 points to increase die size of all recovery dice; * 3 points to add an additional recovery die; * 2 points for +1 training rank in defences; * 1 point for a training rank in skills, but -1 point if two or more skills are assigned, rather than chosen; * 3 points for an assigned trait; * 4 points for a trait chosen from a list; * 1 point for +25 silver coins. Images are 720x960\\ Longbow max range is 120m. Tactician – A battlefield strategist who analyzes foes and strikes with calculated precision. Gets the Investigator trick and the Thaumaturge trick. Starting Attributes: |Ancestry | 50 | |Background | 20 | |Base Class | 8 | |Free Points | 30 | Looks like the amount of stamina a character gains should be about 1-3 points per level. When a character spends an hour to recover Stamina (which is one short rest or one of three hours of "personal time" on a long rest), they select, roll and consume one Recovery die. They recover Stamine equal to the amount rolled, plus their Strength modifier or Wisdom modifier (whichever is higher). When a character completes a Long Rest or a day of Down Time, they replenish two Recovery Dice of their choice. When a character completes a day of Complete Rest, they replenish all their Stamina and Recovery Dice. * Every character has the option to "Steel their Resolve." This has an encounter cool-down, takes six seconds (their entire turn!) and lets them recover Stamina as though they'd taken an hour of rest. * Certain traits allow a character to do this more frequently. * Healing magics allow the character to do this outside of their turn, usually using the caster's Spellcasting Skill in place of their attribute. Temporary Stamina is a thing as well, referred to as Rush. Rush is just a sump of damage above Stamina. It's strictly temporary, cannot be healed or recharged, and if you gain a second source of Rush, you have to pick which one to keep. It also often serves as a "clock" on some abilities; I'm thinking that the Skinturner Prestige Class will grant a Wisdom-based Rush when you change into an animal, but if your Rush is depleted, you transform back involuntarily. Similarly, for the Berserker, I am leaning towards the idea that when a Rage ends, you become Fatigued *unless you still have some Rush*. I am strongly leaning towards an "addiction" mechanic for alchemical brews as a balancing feature. "Tolerance" would become another good feature. Resting only. And really severe requirements at that. Recover from Injury requires three hours, which is all you get from a long rest. A day of Down Time gives you only two free hours, so you cannot Recover from Injury during Down Time. Only Bed Rest (a specific Down-Time Activity) helps, but even then, you recover only one point the first day (along with all your Stamina and Recovery Dice) and two points per day thereafter. "Gritty Realism" rule: Long Rests don't help with Injury. Only Bed Rest - and you need days of Bed Rest equal to your total current Injury to recover *one point*. "Gritty Realism" rules are those that make the game behave more like reality. Recovery from injury is slower, many conditions are harder to shake off, and many things have more lasting impact. "Light Fantasy" rules make things less dangerous. Instead of dying on failing a survival check, you simply have to wait until the party takes Down Time. Many environmental rules get nerfed, because in Light Fantasy, characters can often hold their breath for minutes, run across burning lava just by saying "ouch, ouch, ouch", and walk off falls from low Earth orbit. "Chunky Salsa" rules make things more dangerous! Doesn't affect combat damage, but includes rules for things like falling from ridiculous heights, being trapped in hazardous conditions, and the like. Poisons go straight to Injury, bypassing Stamina. Would include several "You're just dead" rules. "Epic Fantasy" rules allow for faster recovery, and non-combat related tests are often just easier or better. Characters who go into battle wearing just a loincloth can be as effective as those in full plate, if they are awesome enough. "Epic Fantasy" and "Gritty Realism" would be mutually exclusive, as would "Chunky Salsa" and "Light Fantasy". It's almost like an Alignment system for RPG settings! ===== Design Notes ===== Base speed 5m, a turn is 10s long, but a character gets to make 6s worth of choices across that time. Step (1m, 1s, Guarded, No Counterattack) → For careful, tactical positioning. Walk (Speed m, 2s, Unguarded, Counterattack) → Standard movement, risks a Counterattack. Run (2 × Speed m, 2s, Unguarded, Counterattack with Favour) → Fastest movement but makes you easy to punish. ===== Backgrounds ===== Archer\\ Artificer\\ Bard\\ Berserker\\ Charlatan\\ Constable\\ Healer\\ Hermit\\ Hunter\\ Investigator\\ Knight\\ Law Enforcement Officer\\ Magician\\ Mentalist\\ Mercenary\\ Noble\\ Oracle\\ Outlander\\ Priest\\ Pugilist\\ Sage\\ Scion\\ Scout\\ Sharpshooter\\ Spirit Caller\\ Swashbuckler\\ Templar\\ Thief\\ Witch\\ In the style of Pathfinder 2e, draw a \\ Make it 3:4 aspect ratio. Female Elf Archer\\ Female Orc Artificer\\ Male Dwarf Bard\\ Male Human Berserker\\ Female Goblin Charlatan\\ Male Goblin Constable\\ Male Human Healer\\ Female Gnome Hermit\\ Female Wyrmblood Hunter\\ Female Dwarf Investigator\\ Female Elf Knight\\ Male Wyrmblood Magician\\ Female Goblin Mentalist\\ Female Orc Mercenary\\ Male Orc Noble\\ Female Human Oracle\\ Male Elf Outlander\\ Male Wyrmblood Priest\\ Male Gnome Pugilist\\ Female Dwarf Sage\\ Male Gnome Scion\\ Male Elf Scout\\ Female Gnome Sharpshooter\\ Male Dwarf Spirit Caller\\ Male Orc Swashbuckler\\ Female Wyrmblood Templar\\ Male Goblin Thief\\ Female Human Witch\\