0.2.10.0


New update: version 0.2.10.

I hate it already. 2-digit version numbers are an atrocity and I wanna test this game more and get some stuff into proper beta. Let me be rid of this foul number, COGS!

Anyway, in actual update news, there's a more major change alongside a minor one

-First off, the range of hand values has been extended from 0 to 4 to 0 to 5 ("5 of a kind" is now worth 5 points, and "4 of a kind" and "straight" are now worth 4 points). I wanted to make the hand values align more to their names, and a playtest session showed that 5 of a kind is kinda weak despite the difficulty in getting it. This will be aggravating interesting to observe in playtesting.

-Second, characters can now divert excess damage which would normally stack up to progressively severe and debilitating traits (such as more restraining injuries) to traits and items, adding negative modifiers to them. This was always an idea i had for the negative traits damage causes, but i wanted to test the system out a bit before actually adding it (as it took a lot of thinking about how to word it and i wanted to make everything make sense first)

Down the pipeline:

-Further clarification on technique rules (in regards to applying technique mods before and after creating a technique).

-Providing example techniques for characters to use

I still think COGS is mostly done at this point, though testing can always surprise me

Files

COGS rules v 0.2.10.pdf 128 kB
Nov 16, 2021

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