Stated right at the start of the book that it is expected that the GM and the players should collaborate during play to flesh out the game world. I am a big fan of this kind of play where a world emerges through play instead of being designed before hand by the GM. It’s nice to have this up front in the book.
Ok so nothing exciting about the stats here. 3d6 for each and they are the standard str, dex, con....
What is interesting is it mentions a later section with advice on swapping out the traditional stats for custom ones for “specific genres”. Can I finally make that The Impotence of Being Earnest old school rpg?
I like 3d6, has a nice bell curve that means ultra low stats are just as unlikely as ultra highs.
Right, here’s where shit gets interesting. Classes.
Classes do not function how you would expect from DnD or Pathfinder. You choose a class but it doesn’t define if you are a wizard or a fighter, it defines how your wizard or fighter plays.
Standard classes are Deft, Strong and Wise. What’s interesting is you could be a strong wizard or a deft barbarian.
It works more like a modification to your character background.
Ok headache eased so I dug back in. The classes are basically
Deft - rogue
Strong - barbarian
Wise - mage
With the appropriate mechanical advantages that go with them. What’s fun is the vocation.
A deft wizard would be pretty crap at slinging spells but might be very learned in magical lore and reading runes.
A wise knight might not be physically strong but might be a master tactician and has appropriate magic to control a battlefield.
In an attempt to distance themselves from the “race” problem that some other games have they have decided to go with species.
They have also gone to great lengths to make it so that a species isn’t type cast such as “orks are tall, strong, dumb and prone to evil” or “gnomes are short with hook noses and are wealthy” and in doing so have created something that is just... weak.
You pick a species, again this is just a keyword so you can choose anything.
Also the character creation section is pretty unclear at times.
I had to read it a couple of times to understand how it works, and I am still not 100%.
I think I would need to actually play and level up a character to really grasp how “slots” work.
They seem to be different for each class and to be honest it’s not clear what you are supposed to do at times.
All in all I like this dice system. There’s a little more detail in there I won’t run into but it’s ok.
It’s not groundbreaking or anything but I think for this game it’s a really good fit.
It’s simple and flexible.
@jameschip this little read through you've been doing has sold me on picking up a copy! It sounds super cool!
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