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<blockquote data-quote="niklinna" data-source="post: 9340861" data-attributes="member: 71235"><p>Well the fundamental die roll/chart lookup was kept, and elaborated on (a bit). Cards are still there, but now split into separate Destiny cards for players and initiative cards (and another deck for cosm flavor cards). They broke Possibilities and XP apart, which is good, but character creation involves point-buy rather than XP costing, so there are wonky interactions when somebody joins a group who already have some XP (base rules are that everybody has the same XP; some groups modify that a bit). You assign your starting 16 skill points point-for-point, but it's worth more in XP terms to max out a few at character creation and add +1 to new ones as you play, than it is to spread them around. If you are creating a character who already has XP, it's a no-brainer to do exactly that.</p><p></p><p>They tried to unify all the special abilties rules by adding "perks" that all cost the same amount of (increasing) XP to buy, but perks vary wildly in power, generality/specificity, frequency of being relevant, and clarity of rules. Your first perk for spellcasting/powers gets you three spells. A few secondary perks grant you 1/2/3 more, usually with a side bennie and/or some constraint. Just taking the spellcasting perk again only gets you one spell, again at increasing XP costs. So, spellcasters have few spells, but they can spam (most of) them at will, risking disconnection at times of course. Very different to most RPGs.</p><p></p><p>Those are the biggest things that stayed the same or changed.</p></blockquote><p></p>
[QUOTE="niklinna, post: 9340861, member: 71235"] Well the fundamental die roll/chart lookup was kept, and elaborated on (a bit). Cards are still there, but now split into separate Destiny cards for players and initiative cards (and another deck for cosm flavor cards). They broke Possibilities and XP apart, which is good, but character creation involves point-buy rather than XP costing, so there are wonky interactions when somebody joins a group who already have some XP (base rules are that everybody has the same XP; some groups modify that a bit). You assign your starting 16 skill points point-for-point, but it's worth more in XP terms to max out a few at character creation and add +1 to new ones as you play, than it is to spread them around. If you are creating a character who already has XP, it's a no-brainer to do exactly that. They tried to unify all the special abilties rules by adding "perks" that all cost the same amount of (increasing) XP to buy, but perks vary wildly in power, generality/specificity, frequency of being relevant, and clarity of rules. Your first perk for spellcasting/powers gets you three spells. A few secondary perks grant you 1/2/3 more, usually with a side bennie and/or some constraint. Just taking the spellcasting perk again only gets you one spell, again at increasing XP costs. So, spellcasters have few spells, but they can spam (most of) them at will, risking disconnection at times of course. Very different to most RPGs. Those are the biggest things that stayed the same or changed. [/QUOTE]
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