Hey, folks. We've got a new update to the CRUX: Universal Roleplaying core rules for you. This newest version (2.0) takes a lot of cues from what we've been doing with the one-sheet rules. The process of writing the full basic rules into that format has really given us some insights into the overall system, and we wanted the core rules to be fully compatible with those. It's not drastically different, but here's the major changes:
- Core Mechanics. We've frontloaded the core mechanics page with the same format that's going into the one-sheet games, so now all the basics are there on one page at the start of the book. This frees us up to explore more complicated/optional stuff in the later sections.
- Point-buy character creation. We've moved to a full point-buy system for the generic rules, even moving away from suggested ancestries and archetypes. We feel like this is a better fit here, especially because the one-sheets and full setting books (like Coils of Chaos, which is getting a re-work soon too) can come with their own templates and random systems. We're going to add some optional random tables to the back of the book soon too, I think, especially if that's something people want.
- Streamlined skills. We've cut down on the number of skills, focusing on the things that came up most in the one-sheet builds. However, all those extra skills made their way in as...
- Advanced skills. We're really happy with this new dynamic. It adds that skill complexity on as player options rather than being integral to the system. (Sure made the sheet layout easier as well, and that doesn't hurt). These work differently from basic skills, modifying a "minimum die roll" of a core skill rather than adding another modifier (and eliminating 1's as auto-failure).
- Spells. Magic got a massive overhaul, with the spells and system for casting getting a lot of CRUX: Elemental-style streamlining. It all fits on two pages now, but there are more spells included than before. We're really happy with these changes, and it's been felt in our actual weekly games.
- EXP/Bonus EXP. Advancement has gotten an overhaul. We've opted for the simpler, tier-based table from our dip into CRUX: Elemental, though we've kept the point-buy EXP system on as "bonus EXP." Those bonus points can also be spent on things like affecting your die rolls mid-game, making spell effects permanent, or altering the game's narrative in a "players mastering fate" sort of way.
That's really about it. The more we work with this system, the less it changes, and we're getting closer and closer to our ideal rules. The wargaming rules are next, and things we've learned from playing around with minimalistic CRUX games like Grudge are really going to inform the shape those take. We'll have more on that soon,
- Dutchmogul and the Ill Gotten Games team