Version 2.00
It’s been a long time coming, but here we are.
Over the past half-year-plus, we’ve gone through the rules with a fine-toothed comb, working to improve nearly everything. We’ve taken a lot of feedback big and small into account with version 2.00, and no portion of the rules has been forgotten!
In fact, we’ve taken so much feedback into account, we weren’t able to fit all of the patch notes in the Core Rulebook itself. Hence, what you’ll find below is the ‘full’ patch notes; the changelog in the Core Rulebook itself is the ‘abbreviated’ version.
As ever, you can download the latest version of the rules here or here. Let us know what you think of the changes on our Discord – as ever, we are open to feedback.
Check out the full list of changes below!
Reclaim the Wild (Core Rulebook)
- The art revamp continues.
- Fixed a number of minor typos.
- Heroes who start with a Ranged weapon (such as a Bow or Crossbow) will now automatically also have a small number of Arrows, as well. No more having to trade a Tool for your starting shots!
- Introduced the concept of “Knack”. When you have a Knack for something, you may either roll twice, and use the better result; or you may do the thing again, at a second target, as part of the same action.
- Sheikah now have a Knack for the Learn Lore Maneuver.
- Subrosians now have a Knack for the Disarm, Pickpocket, and Trip Maneuvers.
- Demons now have Knacks for various Combat Maneuvers, depending on their state.
- Cooperative Talking Animals now have a Knack for the Coordinate and Intercept Maneuvers.
- Talking Animals with Scent-Sense now have a Knack for finding things by scent.
- Maneuver Mastery grants a Knack at a chosen Maneuver (except Compel Surrender).
- Specialist now grants a Knack for a specific non-combat, non-crafting use of a Trait.
- Added a table to the Jumping section to reduce confusion, and the need to do math.
- Clarified that the Lifting table is for when you’re lifting big, heavy things – not for your inventory.
- Adjusted how a Hero’s Lifting capability is calculated, increasing how much a low-Athletics Hero can lift.
- Created a new phrase to describe Concentration, Evasion, and Vitality together: “Guard Stats”.
- Hylians can now, once per day, survive being knocked unconscious with 1 HP.
- Rito have a new racial benefit, increasing their maximum flying altitude by 2. This allows them to better ‘kite’ foes while flying.
- Sheikah can now perform a Combat or Social Maneuver as a free follow-up to a Sneak Attack.
- Deku Scrubs’ photosynthetic power was reduced, and the Woodfall Foliage feat is now Woodfall Waterhop.
- Slightly reworded the Twili racial ability to walk through foes’ spaces.
- Climbing now requires you to have one hand free to stay put, and two hands free to move around.
- Sprinting now doubles your Vertical and Horizontal Jump, as well as your Movement.
- Flying now has maximum altitudes defined (8 squares for Natural Fliers, 4 squares for non-Natural Fliers). Flying also now has a minimum altitude (2 squares).
- You may now Sprint while Gliding, but you must descend at least 3 squares while doing so.
- For the sake of clarity, swapped the positions of the Talking Animal’s “Racial Bonuses” and “Example” sections.
- Talking Animals’ Natural Weapons were greatly simplified – they are now simply Fist or Rod weapons (in the Talking Animal style) that start at Rank 1, and can be upgraded further by application of Monster Parts.
- Added the Dazzled condition, to codify how being not-quite-Blinded functions.
- Movement now operates on spending Movement to enter a square. Most cost adjustments have been simplified. In general, everything that makes Movement harder will mean you pay one additional Movement to enter a square.
- Added a note to the Movement section to specify that diagonal movement is “1-2-1”.
- A new rule has been added: When you have a foe adjacent to you, you’ll now find it Hard to Hit with Projectiles.
- Parry now requires you to use a Melee weapon (excluding Shields and empty hands).
- The Defend action now raises all three of your Guard Stats by 1 if you have a Shield equipped while doing it.
- Combined the Ranged and Magical Basic Attacks sections.
- Clarified that Throw Weapon cannot be used with Natural Weapons.
- Collapsed the Throw Weapon and Magical Basic Attacks, each into single attack with two ranges. Noted that the weapon, once thrown, lands under or next to the foe, GM’s choice.
- Clarified what Basic Attacks which Weapon Type can use through the addition of Keywords to weapon types.
- Fixed an error where the Range of Dross Toss was incorrectly formatted.
- “Combat Maneuvers” are now just Maneuvers, with sub-categories:
- Combat Maneuvers, which are melee-ranged, physical things;
- Social Maneuvers, which are auditory or visual ways to mess with your opponent;
- and Miscellaneous Maneuvers, which work differently from other Maneuvers (things like Compel Surrender, Intercept, and Learn Lore).
- Being Sick now makes your Natural Weapons less damaging, and less likely to hit.
- The Rusted status now reduces a weapon’s Attack by 3, but also makes all foes Hard to Hit with that weapon.
- Clarified that only Critters and Food Ingredients without an effect are Healthy, and that this is a rare occurrance.
- Wine Cellar Moss is now listed as an Urban Ingredient. (Previously, it wasn’t listed at all!)
- Added a note to the Temporary Points section; unused Temporary Points are lost at the start of any Rest.
- The Monastic Training feat no longer allows you to use Willpower for Strike and Sweep attacks.
- The Aimed Shot and Armor-Piercing Shot Techniques now deal additional damage, rather than bypassing Defense.
- Trick Shot now requires a Ranged or Returning weapon, and specifies that it can strike a foe from any facing (side, rear, or front).
- Removed the Range from Riposte and Shield Bash, as they are already contingent on the range of other actions.
- Sword Beam now costs 0 Stamina to use.
- Peril Beam now deals Weapon + (2 x Combat) damage.
- Pick-Up Sticks no longer has a Learn Requirement, and is a Minor Action. Its Stamina cost has been reduced to 3, and its Token Cost reduced to 3.
- The Hookshot Spell now costs 8 Magic, and requires 6 Tokens.
- The Ravio’s Switchhook Spell now costs 12 Magic, and requires 9 Tokens.
- Dark Brambles now counts as cover against Ranged attacks (making them Hard to Hit through them), but do not utterly block Line of Sight anymore.
- Wizzrobe’s Wave now costs 3 Magic, up from 2. It is also specifically noted as being “typeless” damage.
- Zant’s Shadowbolts now uses Basic Attacks, thus allowing its individual shots to potentially miss their target.
- Noted that anyone may move through Swarms as Difficult Terrain. Twili can move through them as normal terrain.
- Significantly rebalanced weapon types. In general, two-handed weapons saw significant gains.
- Adjusted weapon-related charts’ formatting, to make Accuracy, Attack, and Durability go in alphabetical order.
- Renamed the “Crafty” effect to “Resourceful”, to better reflect its actual use.
- The “Sure-Footed” Enchantment now provides additional bonuses to would-be mountaineers.
- Added a reminder that crafting Mundane Tools typically requires the use of a Forge.
- Clarified how Nets successfully strike a foe when cast.
- Clarified that Magical Tools can use either Stamina or Magic, chosen when they’re designed. Also clarified that Magical Tools are intended to be unique, and can have all kinds of mechanics attached to them.
- All types of Crafting now require your relevant Trait to be at least twice the target rank.
- This includes Smithing, Cooking, Enchanting, Tools and Ammo, Transmutation, and Musical Power.
- Arrows can now be crafted from Metal Materials, as well as Ancient and Wood Materials.
- Animal Companions are no longer directly barred from learning new Feats, Spells, and Techniques. Rather, players are asked to consult with their GM when intending to make such purchases for Companions (animal or otherwise); the GM may deny these purchases as they see fit.
- Composable Songs now cost Materials (or Rupees), rather than Tokens. We hope this improves the experience of a player Composing a Song that they, and their whole team, will make use of.
- Noted that once one Hero knows a song, they may teach it to other Heroes at no cost, over an Extended Rest.
- Melody of Darkness and Farewell to Gibdos now cover an area of (Musical Power x 3), up from the original (Musical Power) burst. Specified that they require five minutes’ play before they take effect. Also, Melody of Darkness is now friendlier to the performer’s friends and companions.
Ravage the Wild (Bestiary)
- Updated enemy weapons per the rebalanced weapon stats.
- Also, all enemy weapons now have Durability listed, to better match Natural Weapon rules.
- Fixed an error where Horses were dropping Rat Tails, instead of Horsehide.
- Fixed an error where Derelict Guardians were dropping Shafts, instead of Springs.
- Fixed some minor typos in the Dodongo statblock.
- Dodongo’s “Rolling Cutter” attack now deals less damage, but ignores Defense.
- Fixed an error where the Hinox’s “Fastball Special” was dealing less damage than intended.
- The “Bouncy Hide” passive (found on Moldorm and Molduga) now pushes Melee attackers back 3 squares.
• Properly listed the Pengator Courser’s “Ramming Speed” attack as Range: Melee.
Rebuild the Wild (Supplement)
- No changes. We were busy focusing on the Core Rulebook!
Finally, a Special Shout-Out…
Before we conclude, I’d like to give a special shout-out to my fellow developers. My own life has been exceptionally hectic this past year; without their encouragement, support, and constant reminders to get something done, this update may never have happened.
And of course, I’d like to give the last shout-out to the community that’s sprung up around this system. It’s been amazing to watch you all grow, work on your own homebrew and your own campaigns, and to see how you’ve enjoyed what we’ve made. You make it all worthwhile.
And hey, if you made it through that whole list of changes up there? That includes you, too. Thanks for checking out the changelog!