Early Access v2.1

The biggest part of this update is bringing 2e to the world wide web. As you can see, it’s got its own website now 😀

Here’s what else happened with the migration to online documentation.

New Stuff

Things that weren’t there before. 

  • Auto rifles gained a new slot 3 perk option: Support Rounds.
  • Added Breakthrough as a slot 2 option on LFRs.
  • Catalysts are now an option in Chapter 6: Customization.
  • Added 67 exotic items.
  • D&Destiny 2e is now available as its own website!
  • Added Storm’s Keep to the striker Aspect list.
  • Revenant got a new archetype, Hunt of the Augur.
  • Shadebinder got a new archetype, Coven of Binding.

Error Fixes, Simplifications, and Rewording

These changes are to address misused words, typos, or other issues not inherent to the mechanics of a feature. Your perception of the system’s balance or mechanics may change because of them.

  • Corrected several instances of Blaze grenades not being properly referenced (they were still using the old Solar grenade name).
  • Moved Drawing, Stowing, and Wielding Items back to Equipment.
  • Fixed the Payload description in Equipment to match the rules under Combat: Dexterity is the default saving throw, but some Payload weapons cause other types of saving throws.
  • Removed trace rifles from the special weapon list and added Line Fire to its properties. We meant to do this ages ago and somehow it just completely slipped our minds, lol.
  • Fixed an issue with Unbreakable (Defender Aspect Power) where it still referenced concentration. It now simply says you can’t take reactions until the start of your next turn.
  • Moved Critical Hits and Misses into its own section within Combat, rather than being a subsection of Damage and Energy Shields.
  • Reorganized the Damage and Energy Shields section.
  • Extraordinary Senses now explicitly states that the senses can be used as sight for anything that requires sight, not just casting spells or Powers.
  • Classes:
    • Fixed an error where nightstalker was showing the incorrect Health points calculation.
    • Fixed the base reach of Arc Staff to correctly be 5ft.
    • Added “in a free hand” to Gathering Storm, as part of the casting clause.
    • Removed extra text darkvision text in Born of the Wild, since it’s no longer needed with the new extraordinary senses rules.
  • Weapon perks:
    • Added the normal maximum of 45 feet to Lightweight.
    • Cluster Detonation’s perk was redefined as a situational effect, and it only works on Payload shots.
    • Exhumed perk split into perpetual and situational effects.
    • Field Scout, Firing Line, and Surrounded now correctly reference detecting creatures within range. Remember, you don’t have to be able to see a target to be able to detect it.
    • Simplified the wording on Final Round’s perpetual effect.
    • Reworded Headseeker’s critical hit effect to better convey how the perk works.
    • Clarified that the additional damage from On Point is the same as the weapon’s type.
    • Reworded Onslaught to clarify that the stages of Onslaught are lost following normal perk rules or complete at least a brief rest.
    • Reworded Opening Shot to specifically mention the Undetected game term.
    • Reworded Unflinching to specifically mention wielding the weapon.
    • Army of One, Battle Runner, Cascade, Crowd Control, Demolitionist, Swashbuckler, Vorpal Weapon, and Wellspring were all reworded to be weapon-agnostic.
  • Feats:
    • Specified Power recharge roll in Font of Power.
    • Full Marksman got an upgrade.
  • Conditions:
    • Specified that Blinded creatures can’t begin Aiming, and they stop Aiming if they become Blinded.

Balance Changes

These changes are explicitly to address balance issues. Game balance is a very complicated subject that goes well beyond damage or perceived value. Game balance also needs to take into consideration our design goals for the system, how something affects player psychology, or how it affects an Architect’s ability to do their job.  

Remember, this is Early Access. Material can still be updated or changed. 

GENERAL CHANGES
  • Dying and resurrecting doesn’t remove any Exhaustion, unless you died of Exhaustion, in which case it only reduces you to level 5 Exhaustion.
  • Changed super Power weapons to specifically wielding to get the benefit to your base walking speed.
  • The extra distance Titans and Warlocks can extend their jumps by is now doubled when performing a running jump.
WEAPONS & WEAPON PERKS
  • Reduced the noise range on Infiltrator to 20 feet.
  • Breakthrough now affects resistances granted by energy shields, instead of only kinetic damage.
  • Caster Frame reworked so the ranged attack is specifically a shot taken with the weapon. This allows caster frame weapons to benefit from catalysts that affect shots taken.
  • Cover Fire now can’t be used if the weapon has the Unwieldy property.
  • Firing Mode perk now requires an item interaction to use.
FEATS
  • Full Marksman now gets a +15 damage bonus on a critical hit (instead of the usual +10).
  • Martial Firearm Master now also grants +1 to Str or Dex.
EXOTICS
  • Deathbringer, MIDA Multi-Tool bumped up to Legendary rarity.
  • Loreley Splendor upgraded to Exquisite. Creatures can now use your Power level to make their recharge rolls, instead of their own. No longer uses your reaction to invoke Cauterizing Flames.
  • Pocket Infinity’s reload tier 3 is now an item interaction (was action or bonus action).
  • Ruin Wings was slightly altered to affect all Payload radii, not just rocket launcher radii. The additional damage die is still rocket launchers only.
ARCSTRIDER
  • Moved Tactical Power to 1st level and Tricks of the Trade to 2nd level. This is to make leveling a little easier on TTRPG newbies, and it synergizes with Closed-Fist Techniques earlier.
NIGHTSTALKER
  • Bumped back up to d10 shield die.
  • Trapped
    • Reworded Heal From Pain to hopefully better convey it’s once per creature, not per condition.
  • Focus Actions
    • Added “You must know the Smoke Bomb tactical Power to use this Focus action.” to Poisonous Smoke.
    • Adjusted Sunder Strike so you can Sunder multiple times, but not the same effect multiple times.
STRIKER
  • Moved Tactical Power to 1st level and Reckless Reversal to 2nd level.
  • Touch of Thunder Aspect now reduces the recharge value of all grenade Powers you know, and you get all modification options.
DEFENDER
  • Always on Guard now simply grants you a second reaction.
SUNBREAKER
  • Moved around a few features: Tactical Power is now 1st level, Combat Specialty is now 2nd level, and Stamina Surge is now 3rd level.
  • Increased to d12 shield die.
  • Refined Flame now grants all options as improvements.
VOIDWALKER
  • Chaos Accelerant Aspect now reduces the recharge value of all void grenade Powers, and you have access to all modifications.
SUNSINGER
  • Reordered class features so the tactical Power is earned at 1st level.
STORMCALLER
  • Reordered features so tactical Power is gained at 1st level.
  • Master of Thunder
    • Amplitude’s two effects were combined into one feature.
PRISMATIC
  • Adjusted the order of class features. Increased the rate at which Power level and proficiency bonus increase (every 3 levels, instead of every 4).
  • Added a new feature, Major Ability Score Increase, to 24th and 27th level.
  • You can no longer roll to recharge Transcendence while it’s ongoing, and you can’t reduce the recharge value of Transcendence while it’s ongoing.
  • Using your Transcendence die to reduce the damage you take no longer reduces the size of the die.
  • Fixed the scaling on the transcendent grenades so they scale above 6th level.
  • Increased the damage of Excision. Prismatic scaling in general will be better nailed down when we finish the Bestiary.

Roadmap

Changes we’re looking forward to making.

  • Defender and sunbreaker have great base kits. Unfortunately, their features are underwhelming features at higher levels, especially the defender’s 20th level capstone. These classes need a touch-up before Early Access ends.
  • A few of the weapon classes could use additional perk options.
  • We’d like the Combat Specialty feature (and the feat) to have more unique options for each class that gets it, instead of referring to the sunbreaker class every time.
  • Add more Power options to all classes. Our goal is approximately 2 tacticals, 7 grenades, 2 supers, and 2 support Power options for each class. Some classes might get slightly more or slightly less, depending on their individual gameplay and narrative needs.
  • Refine and balance the Prismatic prestige class.
  • Finish developing archetype options for Darkness classes.
    • The Darkness classes and Prismatic are the furthest behind in development, but they’re also the most time-consuming to develop. Therefore, while development on these classes is one of our highest priorities, you might not see updates on them as frequently as the rest of 2e.
  • Introduce more adventuring gear and other supplemental player-facing systems.
  • More feats.
Website Improvements
  • Search & sort functions for all Powers, feats, and weapon perks.
  • Each class page is currently using their 1e art images. We’d like to get these updated to the 2e version.
  • Dice rollers for random engrams, random weapons, Chaos table results, etc.

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