Saturday, December 19, 2009

MetaScape Medieval 3.3.1 Available

Get MetaScape Medieval Rules Version 3.3.1 Now

Status: I just uploaded the MetaScape Medieval Rules 3.3.1

Status Report: Changes are

  • Booklets now have different Names:
    • Class
    • Race
    • Training
    • Social
    • Gear
  • Class Booklet Changes
    • New Classes
      • Archer
      • Battel Rager
      • Psionicist
      • Ranger
      • Wind Walker
    • Jumps and MR/Enc races are alphebetized and Death Knight is now properly Quantum Shade
    • Core Abilities is the new term for what "attributes" used to be.
    • Core is now Attributes
    • Attribute name changes
      • Burst is now Speed
      • Domination is now Alpha
    • Added in Bases. These core abilities set the "base" for all skills, weapon attacks and weapon damage.
    • The old CR $ tables for weapons, armor, and skills are removed, faster, easier character creation advancement, and the feel is better due to the Bases (above)
  • Training Booklet Changes
    • I've added/moved around about 20 additional skills
    • Skills are now just a $1 $2 or $3 and the Core Ability Bases determines the CR (see above)
    • Skills are now VERY EASY to create or ad-lib due to this
    • All races have their special skill bonuses listed for more racial flavor
    • All Races now have Key Lines and Feats!!
    • I've added three other Key Lines and Feats
      • Assassination
      • Attack Sinister 
      • Bless
    • I've also added more feats under Weapon Basics, specifically all the cheap "handed" feats for Light, Medium, and Heavy weapons. 
    • For speed of play and simplicity the most common Action/Duration/Range notations of I,I,S are now -,-,-. Thus, you only need to look for entries on your character sheet that aren't "-". Makes for simpler and faster play.
  • Gear Booklet Changes
    • Attack and Damage are treated very much like skills:
      • The are based on the Core Base attributes
      • Each weapon and each armor lists every class with just its $1 $2 or $3 rating - makes for faster creation, better balance, more flavor, and easier ad-lib weapon creation!
      • Each race also lists its weapon and armor bonuses for more racial flavor
      • Weapon Handed now includes the rating L, M, H as well as 1 or 2. (Light, Medium, Heavy weapons and 1 or 2 handed) These ratings are key to the new Feats under the Weapon Basics Key Line.
      • Damage and Armor are Core Ability based (large weapons are based on Strength, small weapons on Agility or Speed, etc.)
  • Character Sheet Changes
    • Vitality is still a Resistance ability, but tracking your character's wounds is not longer called Vitality, rather it is now Health or HP (health points) for short. This was done because Health now has an improvement at each doubling level above and beyond simple Vitality advancement (popular request).
    • Mastery Points no longer function as luck boxes or +10 post bonus rolls (implemented between this blog post and the last). Rather they now can be used to alter Meta Bonuses after the roll and to reduce Meta Costs!! (popular demand)
    • Channeling Tracker - easy to track which round of Nish you are on. Useful for tracking feat durations!
    • AB is renamed CR for "class race". 
    • Mastery no longer impacts the old AB (now CR).
    • Double Mastery impact is gone. No more mastering at a core ability then mastering at something based on it. Double dipping has been removed for game balance.
    • Omega Powers are now a flat 5AP but only 1 per doubling level may be learned


  1. I thing all of these are good changes except for the Manstery Points not counting as luck.
    As a Gamer and Designer for 20+ years I have to admit this is the best system I have ever played or GMed. Excellent Job Jodar!!!

  2. I look forward to checking out the new system!

    Long time no see!

    Michael S. Webster

  3. Hi.

    I've bought the Ultimate Power Supersystem Book, liked the system, and now I'm looking for Doubling Dice. Is there any place still selling them ?

    Thanks for your help.