Changelog for One, Two, Kickout! 3rd Edition

This summer, one of the projects I’ve been working on is a revamp of the TTRPG I made last semester for Role Playing Game Design class. Its mostly done now and I plan to upload it soon. One of the things I did along the way, partially for fun and partially to keep track of the work I’ve done, was to write up a changelog. I’m pretty sure most editions of TTRPGs include an overview of what was changed, either in the book or online, but I don’t think they do it the same as a video game changelog.

I’m going to write up more about the game and the work I did on it’s project page here, but I wanted to add this to my blog so that the plain list of changes is available. My general goal was to simplify the game a bit, especially the combat.

Anyway, here is the changelog, thanks for reading.

- Gabe


Changelog – Third Edition (Simplified)

**General Changes**

-         Several minor capitalization and spelling errors fixed.

-         Several minor changes to wording and formatting.

-         Removed all credited images except cover and world map due to issues with link shorteners and document format issues. These will be added back during a later update.

-         Changed text on title page, now reflects current version.

-         Changed background picture to be lighter so that text can better be seen.

-         New Wrestler Data Sheets.

-         Removed several explanations and clarifications that seemed unnecessary.

-         Changed non-title text on title page to be more readable.

 

**Combat Changes**

-         Removed Specific Wrestling Moves and Move List.

-         Removed Known Move Points.

-         Removed “Wrestler Creation and Improvement (Move Set)” section and most of its contents, moved non removed items into “Combat” section.

-         Move categories given stamina cost, ToHit Mod-dice, and base level damage calculation that can be upgraded through leveling Archetypes.

-         Perks added.

-         Tweaked stamina cost of Climbing, Defending, and Getting up.

-         “Performing a Wrestling Move (Attacking)” reworked to reflect current system.

-         Defending changed to be less effective.

-         While Prone, Evasion is now reduced by half instead of 75%.

-         Breaking out of a Grapple is now harder as all rolls (not just Strength rolls) are halved.

-         Clarified how Weakened interacts with other Status Effects.

-         Clarified Grappling someone who is Grappling someone else.

 

 

**Non-Combat Changes**

-         Removed the term “Squad” where it is defined. Replaced in the one place it was used.

-         Added a short passage in the “Intro” section explaining that the game is intended for those who have TTRPG experience.

-         Changed how Opposed Challenge Rolls are clarified.

-         Critical Successes no longer involve switching dice to their max value

-         Added Advantage and Disadvantage as a new section with new rules.

-         Added a table to show the base value of Stats.

-         Changed how gaining AP works, now from Levels 1-5 Wrestlers gain 6 AP.

-         Mental Defense now involves both Ego and Intellect

-         Removed level 5 Archetype cap.

-         Changed AP at level 7 so that the final CP is 30 and the final AP is 45

-         The “Additional Details During Wrestler Creation” was made a subsection of “Wrestler Creation and Improvement (Stats)” section, which was renamed to remove “(Stats)”

-         Gear is no longer a highlighted term.

-         Removed inventory limit.

-         Changed CP gains from Archetypes, now only the primary Characteristic is forced to have CP, the other two can go to anything, but only a max of 3 can be put in a Characteristic per level.

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