While the Curious Pastimes 2nd Edition ruleset is largely finalised we will continue to make minor tweaks. To provide feedback please fill in the google form located at: https://forms.gle/gJPgL9Q132Bsx6DHA

Updates to the Wiki

From Curious Pastimes Wiki
Revision as of 22:45, 4 January 2025 by David.moore (talk | contribs)

Since opening this rules wiki to the playing public in September, we on the Rules Review Team have made a number of amendments, for various reasons, including ongoing reviewing and rebalancing, feedback from behind-the-scenes development, feedback from players and staff and just plain errors we (or some of you!) have found since posting it all.

There have been many changes large and small. Most of them have been tweaks to layout or small edits for clarity, but inevitably some of them have been actual changes to the rules, with practical effects on character creation or gameplay. Rather than requiring everyone to go over the amended wiki with a finetooth comb to capture every change, we’ve noted most of the main changes as per 1st January 2024 here:

  • Archetype-Only Skills: Many “higher” archetype skills (i.e. archetype skills that have other archetype skills as prerequisites) are now restricted to specific archetypes. We know this change was noticed and caused some concerns, and have now specifically excluded Heavy Armour, Mechanician and Siege Engineer.
  • The Bind Path Focus rite: We’ve clarified that you can have multiple focuses, albeit only one per study path. We’ve also noted that the bonus magic granted by the focus can only be used on researched abilities (i.e. not on spells or rites automatically granted by your skills).
  • Bolt and Blast: It was pointed out that these calls were too similar (both starting B and ending in T), so we’ve renamed them to Missile and Bolt.
  • Charm Invocation: This is now a magician archetype skill rather than a general skill.
  • Crafting Designs: We’ve fixed some errors in the materials costs on the Crafting Designs list.
  • Cross-Archetype Skills: We’ve kept the 2:1 ratio, but the “2” side of the ratio now includes all general skills and your primary archetype skills (i.e. if you have 40 points worth of general skills and primary archetype skills combined, you can have 20 points worth of cross-archetype skills).
  • Diplomacy Skills: The skills Friendly Face and Silver Tongue are now based on Intuition, not Evaluate.
  • The Hardening and Metallurgy skills: On reflection, we decided the techniques provided by these skills are best kept as researchable projects rather than skills (since they don’t necessarily map neatly only armour and weapons, respectively) and just removed them entirely.
  • Keys and Locks: We’ve added a section detailing the cost of producing extra keys, or copying existing keys, on the Crafting Designs page.
  • Locks and Traps: We’ve added a new page on locks and traps, including field traps.
  • Magic Points and Work Units: Now, the first skill grants you 5 magic points/work units rather than 10. You can still get up to 20 points per day for knowing up to four relevant skills.
  • Research and Training: The Research and Training pages have been generally revised to clarify planned rules.:* Study Paths: We've updated all archetype pages to include the current study paths. For ease of reference, archetype skills are also grouped by study path (note that this means some skills are repeated).
  • Wardbreaker skill: This skill now includes an ability to sense the qualities of magical locks and traps, like a narrower version of the Analysis rite.