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Attached is Arcane Ugly update 7:

I've spent many hours categorising treasure cards in all sorts of ways, what might be useful for different players in different scenarios in different styles of play. I've also tried to work out how boosted can players get through treasure and from there work out where things are lacking, where there is too much cross over or redundancy ect.

I want the game to ship with 120 treasure cards, so working out how to maximise every single one of those cards for the best play experience for all different player types and playing styles is the challenge. 120 SEEMS like a lot, but its not much at all in the grand scheme of things. Its a good limitation to have though to make sure everything is the best it can be.

I've overhauled 12 cards so far with updated artwork/rules text/layound and I've placed them inside the rulebook in chapter "The Treasury". I'll do 12 more tomorrow and so on.

Using the T.O.D system I've implemented potion making. Treasure cards with the Potion keyword can be replicated using the potion making rules from v1.

Included rules for Consumable(*) items.

Also using the T.O.D system I've experimented with lore/narrative items, in this case Excalibur III, as an experiment with how keywords can be used beyond rules alone.

Spell rules are now in the "Arcane Library" chapter. That miscast cast table I left hanging last update is now complete as well.


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Comments

Anonymous

Just so I can understand a little better about this system, T.O.D. is a system where you're making every magical outcome/item/potion/etc. as a card that a player can receive for making a thing? Still a little confused on it.

Anonymous

Anything permanent, I think. So magic items, mutations, familiars, status effects that don't have a timer, etc

Anonymous

so i was waiting your next post to ask this: while i was reading the new rules for the spells and wands (with the big tables of variety) i felt a little disconected from earlier versions, does this mean that the books will have that kind of "create X" or will they keep the specific spells like the tie two people (from knots and what knotts)?

Anonymous

also i feel that the miscast tables are being too broad and too big, especially the especially the "choose either stronger and dangerous or the weaker" miscast thing, feels too controllable for a random magical effect

miscast

Through the T.O.D system rules outside of the core rules that player ought to know are explained though Treasure. So as they play the game, more possibilities are opened without needing to learn everything or even the GM needing to know everything. The first example is Potion Making. If you want to brew potions, you'll learn how to do it when you find a Treasure with the Potion keyword. This way the game opens up with more rules as you play, keeping the rules light, but expandable. Anything that can be Treasure card, becomes a Treasure card. Not sure on mutations or status effects having their own cards I'm thinking they'll have a space on the character sheet to keep track of them. However you'll gain mutations and status effects FROM Treasures that simultaneously explain how they work.