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While overall Lancer Tactics has been able to stay extremely close to the TTRPG ruleset, we've had to make a number of changes for the sake of UX and/or computational ability. The following is a non-exhaustive list. == Major == * Flying is a on/off status that puts you +3 above the surface instead of free elevation control. * You have two "action points" instead of an explicit quick+quick/full; in practice this ends up being extremely similar to tabletop, minus some restrictions (eg you have more movement flexibility in between your attacks while Barraging). It also locks out being able to attack multiple times with the same weapon via Asura; I'll lose no sleep there. * We had to limit brace triggering to not prompt-spam you each time you take damage. Currently it gives you the option to brace whenever you'd otherwise be structured/stressed or if would take over half your health in one hit. * We're using Kai's NPC rebake project instead of the CRB NPCs; this was [https://www.kickstarter.com/projects/wickworks/lancer-tactics/posts/4379409 hotly debated] but through the discussion we decided that it's a dramatic improvement in experience while being a light enough touch that it doesn't compromise tabletop compatibility. == Minor == * Metahook and similar effects that mirror the duration of statuses only apply the mirrored statuses until the end of that character's next turn. * Gravity Grenade counts both voluntary and involuntary movement. * The timing of Ideal Image's systems check happens a lot sooner; before targets are declared. * Cable Winch can be detached by a hull check instead of that weird attack thing. * Blademaster's Feint makes you immune to triggering ''all'' reactions from the target until the end of your current turn. == Trivial == * Mirage's Dataveil can't be returned to the Mirage. The AI isn't smart enough to know when it would be a good idea to do so. * Spector's Machine Pistol only grants extra movement after the attack instead of optionally before. * Dimensional Emblems can only be attempted to dissipate by hostile characters. * Autopod and Seismic Deluge only trigger on hostile characters.
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