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Mythic 6.0 Progress Update: Buncha Stuffs

So, a major part of work happening at the moment is cleanup, rule rebuilding, and trying to nail down everything that feels off or is just made from old rules. From equipment with missing rules, old rulesets that no longer apply to their original counterparts, or Skills and Abilities that were either unbalanced or didn't offer what they should. I've been asking for people in the community to come forward with their feedback, regardless of how minor you might think it is.

WHAT I WANT FROM THE COMMUNITY


Nothing is too small or minor. So, please take the time in the discord, comment on this post, on the subreddit, or the Fixlist which can be found on the discord. Every little bit of feedback is important. 


Now, to some changes and what exactly am I doing while I stare down the barrel of surgery coming this wednesday.


MINOR STUFF

Several equipment got reworked. This includes medical, electronic, and other equipment that had poor wording that was overlooked due to not being something often taken. I've also reduced the pricing on minor stuff like the neural chip needed to have implants. 

Plenty of nicknames and naming of weapons was fixed to better represent lore naming, this covers a very very large portion of the weapon sandbox so I won't be mentioning specifics.

Tons of grammatical issues being fixed, wording, sentence structure, etc. 



NEW CONTENT

The Banished Ghost got split into the two canonical Ghosts. So now you can enjoy the HEAVILY armored yet VERY slow Ghost variant. 

Added the M383C Shaped Directional Charge. Enjoy the power of some of the strongest ordinances in the entire system, but directional so it fires off like the satchel charge. Nasty stuff.

A new Thrasher Missile Pod for the Banished.

An M80 MRLS and M70 Electromagnetic Launcher added for the UNSC. These are the handheld rocket pod from Halo 5, and the handheld Gauss Cannon. These are a LONG time coming, and I apologize for forgetting to add them to the game.

The Bipod and Tripod has been split into Bipod and Tripod, each giving distinct rules and pricing. Each weapon that got the original equipment now gets one or the other depending on the weapon type. Each have their benefits and mechanical differences that'll allow for unique gameplay experiences for choosing each.



RULE CHANGES AND NEW RULES

Explosive Rules section of the book has been rebuilt into Area of Effect Rules. Blast and Kill have been split into their own separate rule entries, giving better explanations to each and no longer using old terminology due to more than just explosives using Blast.

A new rule introduced for explosives with a set amount of Damage Dice or higher now have Explosive Knockback. Now your favorite friends and enemies can get tossed around by explosives when within the Kill Radius.

All UNSC weapons were given nicknames, either official or based on the weapons and what they do. It's no longer just most weapons. Many nicknames also fixed, and a new explanation as to what the weapon nicknames are and why they have it. The same goes for all Covenant and Banished weapons, except for vehicle, as the vast majority of them have no listed nicknames.

Characters can now move up to their Half Action during a Round and still keep an Aim Action.

The beginning of the book now lists Rounding Down is what you do in any mathematical situation the book asks for, UNLESS it's specified otherwise by that rule.

Warhound's Simplified Rules of the GM section have been reworked.

Appeal no longer has its own difficulty table, now uses Disposition table.

Deception can now be used with Leadership.

Slipspace Navigation/Piloting have been removed from the system. This has been replaced by Slipspace Navigation Education that can be used alongside the Space Piloting Skill.

Physical Shields now have a rule that reduces Explosive Knockback if enough Body Locations are protected.

Explosive Damage vs. Energy Shields moved to the Energy Shield section of the book.

Removed the section of explosive rules that talked about using grenades, as it was no longer correct.

Heavy weapon holstering rules have been removed. This is now covered by the simplified holstering rules for 6.0. 

Reloading has new information that covers more topics and information, while keeping everything much more grounded and unified between the rules. 

Starting Equipment rules in the armory section of the book has been renamed to Equipment Packs, and the use of it is the rules behind what you can and cannot do with the equipment from your starting pack, and what is replaced between missions. 



SIMPLIFIED RULES

The following are rules that have been simplified from their original rules. They do not do anything truly different, some had minor reworks or changes to better reflect the system. 

Indirect Fire simplified in terms of rolling and expectations from players, but now offers more information on what the player and spotter should be doing.

Damage Type rules simplified and reworked.

Holstering Rules simplified and given a minor rework.

Tear Gas and Smoke Special Rules have been simplified, yet keep the necessary information for each. This also includes covering a couple more possible topics such as lasting longer in enclosed spaces/small rooms.

Reloading rules have received simplification and unification across the board, from reloading to refilling. 

Stun Special rule simplified, now uses the rules for Stunned Special Damage Effects.

Evade into Cover simplified, made easier to use and understand. Uses up current round's movement, not the next round's movement. If you do not have movement to spare, it cannot be done.

Shield Integrity simplified in its wording and interaction with explosives.



There is more, but it's a bunch of minor changes across the entirety of the book. Work continues on Mythic 6.0, and thank you all for sticking with me after the decision was made to buckle down and make a full edition release like this.

More updates to come.



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