- Runequest II
- All Things Traveller
Some of the most important changes include:
- Characters are now rolled up slightly differently, going back to the ‘straight’ 3d6 method but also including a points buy system as a formal option.
- Backgrounds and professions have been streamlined, and a new attribute based on CHA has been introduced to influence character advancement.
- Community, background history and connections are now part of character creation, making starting characters far more rounded.
- Characters now advance with skills quicker, and training has been overhauled.
- No more global armour-based skill penalties, but armour now affects strike rank – as do weapons. You won’t want to bring a dagger to a two-handed sword fight!
- Special manoeuvres have been added to combat, based on levels of success in both attack and defence. Combat is now far more dynamic, getting away from the ‘static’ sword-swinging. The biggest fights will actually alter the environment around them. Combat tables are gone, with everything being resolved on simple attack and defence rolls.
- The equipment list on the core book is far more comprehensive, and a weapon’s SIZ is now crucial for combat.
- Every magic system has been overhauled, with the old Rune Magic now taking the place of Common Magic, and losing the ‘physical’ runes (though they can be kept as an option). Access to Divine Magic is related to your character’s relationship with his deity, while Sorcery and Spirit Magic have been redesigned from the ground up.
- Cults now take on a far deeper meaning, with the character’s relationship with deity and cult taking priority.
- Legendary Abilities are still present, but now work differently
Reaver – Piracy in a Sea of Stars and Codename Veil. Look them up on the Mongoose site, because I’m kinda running out of breath for this post.
Will update this post at a later date. Brain going.