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<blockquote data-quote="Iosue" data-source="post: 8802799" data-attributes="member: 6680772"><p>Here's a summary of the contents of Rulebook II:</p><p></p><p><strong>New races</strong>: <strong>Grassrunners</strong> are a legacy race from the first edition of Sword World. They are meant as halfling-analogues. However, they are extremely curious, are perpetually wandering, and have a bad habit of taking and walking off with things that interest them. Sound familiar? <strong>Lildraken</strong> are essentially human-sized, bipedal dragons. It's really interesting that both D&D 4e and Sword World 2.0, released the same year, included new dragon races for PCs. Parallel inspiration? We know that there is already some Dragonlance influence on Sword World, so perhaps that's where they came from. <strong>Meria</strong> are flower people. Although made up of plant matter, they look like regular humans, except for flower petals that grow from their shoulders, head or wrists.</p><p></p><p><strong>New Skill Packages</strong>: Rulebook II introduces the <strong>Fairy Tamer</strong>, a kind of magic-user that can summon and channel the power of Raxia's fairies. In effect, it makes them elemental magic-users, as they can choose spells with from among the earth, fire, water/ice, wind, light, and darkness properties. <strong>Bards</strong> cast spellsongs that provide minor buffs and nerfs. But, they have a kind of Limit Break mechanic. Each time they cast a particular kind of spellsong, they build up one of three "musical elements". They can use these built-up elements to power attack magic called "Finishing Meters". Finally there is the <strong>Enhancer</strong>, a Table B skill package that provides special mana-powered buffs to Warrior Skill Packages.</p><p></p><p>In addition to these new Skill Packages, Rulebook II provides data for leveling up all Skill Packages to Level 10.</p><p></p><p><strong>New rules</strong>: Three new <strong>Action Checks</strong> are provided: Performance (Bard skill + Spirit bonus), Swimming (Adventurer Level + Agility), and Inquiry (Skill Package of choice + Wisdom bonus). The biggest rules addition is <strong>Advanced Combat</strong>. Unlike the top-down zones of Basic Combat, the conception of Advanced Combat is more of a horizontal line, a side-view. Distance is measured in meters, but distance is only measured between characters. Lateral distance is not considered. So if Pete the Tabbit Sorcerer is hanging back, and Wolf the Fighter is moving forward to engage the enemy, Pete is the starting point, and you need to note how many meters away Wolf is, and then how many meters the enemy is from Wolf. With just these relative ranges, you run combat much as in Basic Combat. When two characters engage in a melee, they are considered located at the same point, and a Melee Area is created centered at that spot. Melee Areas consisting of 2-5 characters cover 3 meters on either side of the central point. At 6-10 people, it spreads to 4 meters on either side, and so on. There are many other subtle and interesting rules related to this combat that I'll only go over if people ask for it.</p><p></p><p>The <strong>Game Master </strong>section fleshes out the geography and lore of Alfleim, including descriptions of the Ignis gods, and their associated Priest spells. Some more areas of Burlight are described, as is Doden, the region to the north of Burlight. There is also a scenario for 7th level PCs (it's as linear as the the one in Rulebook I).</p><p></p><p>For <strong>Monsters</strong>, <strong>Fairies</strong> are added as a new category. All told, there are 31 Barbaros, 13 Fauna, 5 Flora, 13 Undead, 6 Magical Creatures, 7 Magitech, 6 Mythic Beasts, 12 Fairies, 7 Demons, and 4 Humankind, for a total of 104 monsters (in addition to the 57 included in Rulebook I).</p></blockquote><p></p>
[QUOTE="Iosue, post: 8802799, member: 6680772"] Here's a summary of the contents of Rulebook II: [B]New races[/B]: [B]Grassrunners[/B] are a legacy race from the first edition of Sword World. They are meant as halfling-analogues. However, they are extremely curious, are perpetually wandering, and have a bad habit of taking and walking off with things that interest them. Sound familiar? [B]Lildraken[/B] are essentially human-sized, bipedal dragons. It's really interesting that both D&D 4e and Sword World 2.0, released the same year, included new dragon races for PCs. Parallel inspiration? We know that there is already some Dragonlance influence on Sword World, so perhaps that's where they came from. [B]Meria[/B] are flower people. Although made up of plant matter, they look like regular humans, except for flower petals that grow from their shoulders, head or wrists. [B]New Skill Packages[/B]: Rulebook II introduces the [B]Fairy Tamer[/B], a kind of magic-user that can summon and channel the power of Raxia's fairies. In effect, it makes them elemental magic-users, as they can choose spells with from among the earth, fire, water/ice, wind, light, and darkness properties. [B]Bards[/B] cast spellsongs that provide minor buffs and nerfs. But, they have a kind of Limit Break mechanic. Each time they cast a particular kind of spellsong, they build up one of three "musical elements". They can use these built-up elements to power attack magic called "Finishing Meters". Finally there is the [B]Enhancer[/B], a Table B skill package that provides special mana-powered buffs to Warrior Skill Packages. In addition to these new Skill Packages, Rulebook II provides data for leveling up all Skill Packages to Level 10. [B]New rules[/B]: Three new [B]Action Checks[/B] are provided: Performance (Bard skill + Spirit bonus), Swimming (Adventurer Level + Agility), and Inquiry (Skill Package of choice + Wisdom bonus). The biggest rules addition is [B]Advanced Combat[/B]. Unlike the top-down zones of Basic Combat, the conception of Advanced Combat is more of a horizontal line, a side-view. Distance is measured in meters, but distance is only measured between characters. Lateral distance is not considered. So if Pete the Tabbit Sorcerer is hanging back, and Wolf the Fighter is moving forward to engage the enemy, Pete is the starting point, and you need to note how many meters away Wolf is, and then how many meters the enemy is from Wolf. With just these relative ranges, you run combat much as in Basic Combat. When two characters engage in a melee, they are considered located at the same point, and a Melee Area is created centered at that spot. Melee Areas consisting of 2-5 characters cover 3 meters on either side of the central point. At 6-10 people, it spreads to 4 meters on either side, and so on. There are many other subtle and interesting rules related to this combat that I'll only go over if people ask for it. The [B]Game Master [/B]section fleshes out the geography and lore of Alfleim, including descriptions of the Ignis gods, and their associated Priest spells. Some more areas of Burlight are described, as is Doden, the region to the north of Burlight. There is also a scenario for 7th level PCs (it's as linear as the the one in Rulebook I). For [B]Monsters[/B], [B]Fairies[/B] are added as a new category. All told, there are 31 Barbaros, 13 Fauna, 5 Flora, 13 Undead, 6 Magical Creatures, 7 Magitech, 6 Mythic Beasts, 12 Fairies, 7 Demons, and 4 Humankind, for a total of 104 monsters (in addition to the 57 included in Rulebook I). [/QUOTE]
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