02 Mar

Version 1.03

I did not expect this many small tweaks and changes for version 1.03 or Reclaim the Wild. Hoo boy.

On top of that, this version features a totally revamped Monster Creation system. It’s now much less focused on point-for-point crunch, and has been reorganized to raise questions in the order that GMs actually encounter them when building a new baddie. I’m looking forward to seeing how people use it!

As ever, you can get the new version of the PDFs here (Mediafire), or you can use this new Google Drive mirror (Google Drive).

Check out below for the full changelog!

Reclaim the Wild (Core Rulebook)

  • The biggest thing this update: We completely redid how Monsters are made – it’s now much less crunch-heavy.
  • Armors now only apply half their Defense to Monsters (including Monster Companions).
  • Fixed a number of typos and grammatical issues.
  • Fixed an issue where the entry for the Soaked status effect mentioned “Freezing” rather than “Frozen”.
  • The “Ingredient Listing by Habitat” section now correctly has “Ingredients” in the headers of the mini-tables.
  • Added a note to the Weather section, to indicate that Rank 0 Weather has no ill effect on Heroes.
  • Added “Age of Maturity” to the Racial entries.
  • Fixed an error where Orbit Throw didn’t have its damage listed. (It’s Weapon + Combat.)
  • Added a note to the Rounding section: When in doubt, round in the direction of kindness towards Heroes.
  • Reduced the cost of Riposte to 6 Stamina, down from 8.
  • Reduced the cost of Two Against One to 6 Stamina, down from 8. Also adjusted its wording.
  • Added notes that Shield Bash and Riposte cannot be combined.
  • Removed the Learn Requirement from Riposte.
  • Adjusted Shabom’s Encasement to more closely match current rules for the Frozen status.
  • Call to Arms now deals (Basic Attack’s damage), so it’s friendlier to Staff and Rod users.
  • Added a section for Begging, Busking, and Odd Jobs.
  • Adjusted the wording of the Fleet-Footed Feat, to better work for other creatures.
  • Following positive response from a website article, added the Silvered Enchantment and the Goddess-Forged Crafting Style.
  • Fairy’s Rejuvenation is now a Minor Action, and simply Spends Magic instead of Burning it. However, we also increased its cost to 6 Magic (up from 4), to ensure that curing a status with it is an interesting choice rather than always being the right move.
  • Fixed an error where Helm Splitter was missing its damage. It’s (Weapon + Combat).
  • Added a new Racial Bonus for Talking Animals: “Armed, Magical”. This allows Talking Animals to be naturally-armed mages, rather than sharp of tooth and claw. Useful for more out-there animals.
  • Also renamed the Magical Racial Bonus to “Skilled”, and allowed it to take a Technique or a Spell, rather than solely a Spell.
  • Weakness is no longer considered a Status, as this never really did anything. It’s now described in Attacking 101, immediately after Critical Hits. Hopefully, this makes it more noticeable.
  • To help make room for Weakness, the test of the Damage and Critical Hit sections have been tightened up.
  • Slightly changed Manathon’s wording to better handle AoE effects and fighting Swarm foes.
  • Based on feedback and discussion, changed the rule for how Temp Points are Burned – which is to say, they can no longer be Burned. Now, Temp Points can only be Spent, though they’re still Spent before actual points.
  • The Sand-Covered status effect is significantly changed. It no longer results in additional Durability loss; it instead provides a -2 to all Trait checks, and to your Concentration, Evasion, and Vitality.
  • To use the newly-updated Sand-Covered status, added a new top-tier Earth spell, Geldman’s Grasp.
  • In addition, added a new mid-tier Earth spell, Zaganaga’s Torrent, to give wizards more Push control and more capacity to induce the Sand-Covered status.
  • Adjusted some phrasing in the “Length of Challenge” section of Extended Checks, to account for times when simply finishing early or late is its own reward or punishment.
  • Adjusted the wording and effect of Mire Terrain.
  • Added Malice Terrain.
  • Adjusted the effect of the Mire-Proof enchantment, to make it worth having more than a single Rank in it.
  • Noted that, if you are Hard to Hit for multiple reasons, you are instead Extremely Hard to Hit.
  • Following a lively discussion, added notes to the Distracted status, to alleviate issues where a Distractor would also be Hard to Hit. It should now be much more difficult (but not impossible) to pull that combo off. We’ll be monitoring player response to this change, so please feel free to visit the Discord channel and let us know what you think!

Ravage the Wild (Bestiary)

  • Modified most Monsters at least to some degree, to bring them into line with the new Monster Creation guidelines. This typically involved adjusting their Defense and Evasion, and slightly altering some of their Traits.
  • The below lists are modifications that go above and beyond those minor changes.
  • Updated the “Changing a Foe’s Rank” section to take these changes into account, too.
  • Added new monsters:
    • Blade Trap
    • Chaser
    • Ghini
    • Pols Voice
  • Modified monsters:
    • Armos
    • Darknut
    • Keaton
    • Lizalfos (including Dinolfos and Aeralfos)
    • Moa
    • Stal
    • Zirro

Rebuild the Wild (Supplement)

  • Removed a duplicate paragraph in the “Deconstructing” section.
  • Adjusted the phrasing of the “Forge Rank and Master Mode rules” section of Forges.
  • Modified the wording of Heavy Weapons to clarify that a Heavy Weapon’s bonus damage and range apply to both Bombs and Cannonballs.