FREEBOOTERS 2e PLAYTEST UPDATE
I’ve made some significant changes to the basic rules and playbooks. Note that if you’re using the previous version, those files are now in the “older versions” folder on Dropbox.
For most moves, on a 6-, you no longer mark general XP, you mark the ability used for that move instead. Each ability has a five-bubble counter, and when you fill it up, your ability score increases by 1. I like this (in theory and in our actual play around here) because it draws a direct relationship between failure and improvement. In addition, the ability score increase curve is built in because you’ll be getting fewer 6- results as your ability climbs.
General XP still exists, and is mostly gained from hitting your end-of-session triggers. XP leveling requirements have been dropped by 5 points across the board.
End-of-session class XP triggers have been reworded slightly to be a bit more flexible.
Level Up rewards are no longer every-other-level, since that has always bugged me. in this new version, each time you Level Up, your choices are:
– Mark 2 abilities of your choice
– Increase your maximum hit points by one roll of your hit die, +CON (minimum 1 hit point)
– Choose a new Advanced Move from your playbook
I feel like this creates more tough decision-making, but feel free to disagree and tell me why.
Class moves have been reworded in a few spots, but nothing major. The Magic-User’s spell power table has been rearranged because I’m still looking for the easiest-to-understand version that will fit in such a tight space. Better? Worse?
David Schirduan, apologies if these changes come too late for your game!
https://www.dropbox.com/sh/p88e7exekcb0qsa/AACDXT11NSfNsy_VtQS51xDca?dl=0