Three of the changes in the Errata were driven by listening to player feedback and electing to provide improved player options.
The first of these is a change to the Deadeye Fighting Stance:
Deadeye Range is now “Close and Long Range Attacks.”
Deadeye Technique is now “When in Deadeye Stance, the character’s Fight Check Exchanges on Long Range Attacks do not trigger Exploits.”
We made this change because, in the months following the release of Forthright, we had multiple players tell us the Deadeye felt unintuitive and unfun because of the requirement to be at least 30 feet / 10 meters from the action. This often required them to run away from a fight in order to participate in it.
We’d originally made that design choice because we felt that, if players wanted to play a “sniper” class, they should want to be far away from the action and the mechanics should reinforce that. But in practice, it didn’t really feel that great to players. After all, a bullet or an arrow has to cross the Close Range before getting to Long Range, right?
So we elected to add Close Range to the Fighting Stance and modify its Technique so the Exploit-prevention benefit only triggers on Long Range attacks. This overall makes the Deadeye just as powerful at Long Range (so, ideally, players will want to be at a distance when playing the Deadeye), but still provides them options when up close.
The second is a change to / clarification of Athletes and Stunts:
Athlete Technique is now “Athletes have Setback Protection to Skill Checks to perform athletic feats, including Stunts.”
Stunts do not require only Athletic Skill Checks, as acrobatic movement can be handled in multiple ways in Forthright. For example, a smart character could use an Investigate Skill Check to determine when to grab onto a swinging rope for maximum swing. A sneaky character could use an Infiltrate Skill Check to duck behind a moving bus in combat, gaining Cover. Athletes have Setback Protection on Stunts no matter the type of Skill Check used to perform the Stunt.
It was always our intention for Stunts to be usable with non-athletic Skill Checks, but somewhere in the process of editing the book this section got lost. We’ve added it back in, with a tweak to the Athlete to make it clear that, no matter the Check used, Athletes always have Setback Protection on Stunts. Because Stunts are still acrobatic (and therefore athletic) movements, and that’s the Athlete’s niche.
And the third is an expansion of character Advancement (changed section boldfaced):
Did a Protagonist have character development, or did the Team work together well? This includes gaining or abandoning Principles, choosing one Principle over another, discovering something new about a Protagonist, or overcoming a particularly difficult problem through coordinated teamwork.
We found in play that there were many times a Protagonist (or the whole Team) didn’t really develop their characters, but instead worked together within the framework of their characterizations to illustrate why they’re such a great Team. We recognized that this meant the players had a great handle on their characters (and each others’), and we want the rules to take a more descriptive approach to play in this case.
Which is to say, we don’t want players to feel like they have to have CW Network-like characters who have vast arrays of emotional issues to deal with in order to properly advance.
Our assumption is that 1 Boost Point per Session is the standard, and 2 a bonus. In play, we found that sometimes in shorter sessions (2.5-3 hours), it would be very easy to have 0 Boost Points earned per session even when the story advances. We didn’t really care for that, and neither did several players we’ve encountered, hence this change.
Thanks for reading! We hope you’re enjoying the Errata for Forthright and we’ll see you next week!