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Get it here: SotGH Quick Start
Here is a quick summary of the changes in version 11:
- Redesigned the damage system to use multiple health levels instead of the Brawn checks (which were effectively pseudo soak rolls, and the extra rolls slowed things down).
- Armor is now added directly to Resilience, instead of being subtracted from damage (fewer calculations).
- Added rules for invoking weapons and armor.
- Knick-knacks are now invoked after (rather than before) rolling, to be consistent with weapons and armor.
- Shields no longer give an armor bonus (although they can be invoked like armor).
- Added "Dramatic Challenges" and "Social Challenges" as examples of extended actions, as these are the extended actions I use the most in my adventures (because they've been converted from SW).
- Added a Surprise rule based on an idea from Mylon.
- Revised the healing rules, adding healing checks.
- Removed bruises and injuries, along with the Bruised and Injured conditions.
- Ranged weapon damage is now based on Guile rather than Agility.
- Fixed conflicting rules for ranged weapon penalties.
- Expanded the section on stunts to provide a little more information on how to use them.
This latest version of the rules should run a little faster and smoother, with fewer rolls, simpler calculations, and less information to track.
I'm still finalizing the magic system, but will leave that for a later version, as it's not essential for the Quick Start. I have three playtesting sessions lined up over the next few days, so I wanted to make sure the rules were uploaded in advance.
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