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- | ====== Annulus: Compact ====== | ||
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- | Compact is the next iteration of the Annulus ruleset. | ||
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- | [[Classes]] \\ | ||
- | [[Enterprises]] \\ | ||
- | [[Inventory]] \\ | ||
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- | ===== New Ability System ===== | ||
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- | Compact has a new ability system in place that is mostly similar to the old, but with a few key changes: | ||
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- | * **Limited.** The maximum number of abilities that you can learn is equal to your level. You cannot change your loadout. | ||
- | * **Level-Integrated.** Learning a new ability happens as part of the level-up procedure and requires an appropriate keystone. It does not require any Supply. You cannot level up unless you have a keystone matching the ability you wish to learn, but can continue banking XP until you do. | ||
- | * **Condensed.** Since you cannot change loadouts depending on the situation, many of the more situational abilities have been combined or empowered to make them worthwhile. Ability trees have six abilities in each instead of ten. | ||
- | * **Rebranded.** Ability trees are now referred to as " | ||
- | * **Streamlined.** All classes have the same ability structure: the root class ability and five different add-on abilities representing further training. You need the root ability in order to take any other add-on abilities, but that's as far as the nesting structure goes. Information blocks have also been redesigned to help you understand what your abilities can do more quickly and easily. | ||
- | * **Unlockable.** You cannot learn an ability unless its class has been unlocked, even if you've got a keystone for it. Unlocking a new class requires research, which consumes keystones and (optionally) Supply. Once a class has been researched it gets unlocked for everybody in the campaign, not just the one who completed the research. | ||
- | * Keystones of a locked class can be sacrificed to allow research attempts. This requires a day of experimentation and cannot be done in the middle of a dungeon. Roll a die when performing research; if the result is a 12 then a breakthrough occurred and the class is immediately unlocked. If not, you can try again by sacrificing another keystone. Every keystone sacrificed for research permanently lowers the die number required for future research attempts in that class by 1 point- so the second research attempt for a given class only requires an 11+, the third a 10+, and so on. Research difficulty will be noted on the classes page. | ||
- | * You can also spend 3 Supply to make a research attempt. Unlike via sacrificing keystones, Supply-driven research does not lower the research difficulty if the check is a failure. 3 Supply can be much easier to come by than a relevant keystone, however, so the option is there. | ||
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- | ===== Settlements ===== | ||
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- | The latest version of the settlements system is also rather different from what's come before. | ||
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- | * **Retirement-Driven: | ||
- | * **Enterprises: | ||
- | * **Class-Dependent: | ||
- | * **Requirements: | ||
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- | ===== Health and Damage ===== | ||
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- | * **Flat Health.** Vitality/ | ||
- | * **Universal Miss Chance.** To make combats a little less predictable (and potentially more survivable given lowered health totals across the board) all attacks have a universal failure rate of 3 that stacks with all other failure chances. Even under ideal circumstances, | ||
- | * **Failure Chance Smoothing.** Failure chances from all sources are all in multiples of 3 now instead of sometimes being 3 and sometimes being 4. Effective failure chance is capped at 9 regardless of how much there actually is. | ||
- | * **Critical Formula Change.** Critical hits no longer completely ignore defense, as this would lead to a lot more insta-gibs than before. A critical hit applies double Escalation to damage instead of normal Escalation (in addition to applying the Bleeding condition, which is pretty good all by itself). | ||
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