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Let's Read Sword World 2.5!
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<blockquote data-quote="Iosue" data-source="post: 8768013" data-attributes="member: 6680772"><p>The replay translation is turning out to be more work than I anticipated, so I think I'll just go ahead and do a little clean up on <strong>Combat</strong>, and the chapter on <strong>Items and Equipment</strong>.</p><p></p><p>So one thing I forgot to mention is Life-or-Death Checks. If you are reduced to 0 or negative HP, you fall unconscious and must immediately make a Life-or-Death Check. The target number is the absolute number of whatever your current HP are. If your HP is 0, it's 0 (don't roll an 1-<em>zoro</em>!). If it's -5, the target number is 5. If you make your roll, you're still unconscious, but you're stabilized...for the moment. You will have to make another roll in 10 minutes. If you make 6 of these, you naturally wake up with 1 HP. But if you fail one, it's all over. If you roll a 6-<em>zoro</em> (auto-success), you immediately wake up with 1 HP.</p><p></p><p>Of course, there are many things your friends can do to save you if you are unconscious. Priests have an Awaken spell, which wakes you up with 1 HP. This is the only method that can be used in combat, though. Once combat is over, allies can use an Awaken Potion (sprinkled on the downed character for the same effect as the Awaken spell), and they can try First Aid (takes 10 minutes, same rules as a Life-or-Death Check). Most interestingly, Cure Wounds will recover more HP, but it doesn't wake you up! And while it's not explicitly spelled out, the rules imply that negative HP take away from the number of HP that Cure Wounds restores.</p><p></p><p>The implications of this is that it's relatively hard to stand characters up once they've been downed. They may not die outright, but they are out of the fight unless the Priest can cast Awaken. </p><p></p><p>The other interesting part of these rules is that they ostensibly apply to monsters as well. Per the ruluboo, when a monster reaches 0 HP or lower, they fall unconscious. Ergo, enemies with "Awaken" can stand down monsters back up, and certainly the PCs have the option to revive a fallen foe after a battle.</p><p></p><p>Finally, for the Combat chapter, there is a small paragraph about surprise, or as the book calls it, "ambush". In Rulebook I, only certain monsters can surprise the characters, and there is no mention at all of the PCs surprising monsters. Being surprised means losing initiative, not being able to make any battle preparations, and each PC having a -2 penalty for all checks until the start of their turn.</p><p></p><p>After Combat, the next section deals with items and how to equip them. The game does not have encumbrance. It explicitly notes that there are no rules for how much a character can carry. The reason for this is that all monsters drop spoils. As the ruluboo says, "We have judged that there is no guarantee that the sense of reality obtained by such rules is superior to the game-like fun provided by having many different kinds of spoils." </p><p></p><p>While the game is not concerned with carrying capacity or things of that nature, it does pay a good deal of attention to what you can do with your hands. First, it notes that there is a difference between "holding" an item, and "equipping" an item. A sword that is merely "held" cannot be used as a weapon, it must be "equipped." Then it talks about handedness. All weapons and many items have a designation of 1H or 2H, indicating they can be held in one hand, or else require two hands to hold or wield. So you can carry as much as you want on your person, but you can only ever have one small thing in each hand, or use two hands to hold a big thing. </p><p></p><p>Next the game talks about "equipping" items. The game gets a little precious about this, with separate sections for equipping weapons, shields, armors, and accoutrements. It's pretty straightforward, but often, it seems like they are explaining a rule only so they can then say, "The rule for Grapplers is this." I don't know specifics, but from what I've read it seems like some Grapplers would take advantage of loopholes in 2.0 to create super powerful combinations, and this is an attempt to reign that in. </p><p></p><p>Due to the granularity of equippable locations, for both magic items and simple appearance items, it can feel a little video-gamey, although I don't think this is too terribly far from what has been in various editions of D&D. Wearable items have an "equip location". There are eight such categories: Head, Face, Neck, Back, Hand, Waist, Leg, and Elective. Items in the Elective category can be equipped any where. A PC, then, has nine locations for equipment: Head, Face, Neck, Back, Right Hand, Left Hand, Waist, Legs, and Other. Any thing can be equipped in Other; you can even double up on another location. Hand, by the way, also includes the arm.</p><p></p><p>In general, wearing two things of the same name does double any affect those items have. In some rare cases, it will be noted when there can be doubling up. For example, a quiver holds 12 arrows, and you can equip two quivers so that you have a total of 24 arrows.</p><p></p><p>That's it for combat and items. Next up are the rules for magic.</p></blockquote><p></p>
[QUOTE="Iosue, post: 8768013, member: 6680772"] The replay translation is turning out to be more work than I anticipated, so I think I'll just go ahead and do a little clean up on [B]Combat[/B], and the chapter on [B]Items and Equipment[/B]. So one thing I forgot to mention is Life-or-Death Checks. If you are reduced to 0 or negative HP, you fall unconscious and must immediately make a Life-or-Death Check. The target number is the absolute number of whatever your current HP are. If your HP is 0, it's 0 (don't roll an 1-[I]zoro[/I]!). If it's -5, the target number is 5. If you make your roll, you're still unconscious, but you're stabilized...for the moment. You will have to make another roll in 10 minutes. If you make 6 of these, you naturally wake up with 1 HP. But if you fail one, it's all over. If you roll a 6-[I]zoro[/I] (auto-success), you immediately wake up with 1 HP. Of course, there are many things your friends can do to save you if you are unconscious. Priests have an Awaken spell, which wakes you up with 1 HP. This is the only method that can be used in combat, though. Once combat is over, allies can use an Awaken Potion (sprinkled on the downed character for the same effect as the Awaken spell), and they can try First Aid (takes 10 minutes, same rules as a Life-or-Death Check). Most interestingly, Cure Wounds will recover more HP, but it doesn't wake you up! And while it's not explicitly spelled out, the rules imply that negative HP take away from the number of HP that Cure Wounds restores. The implications of this is that it's relatively hard to stand characters up once they've been downed. They may not die outright, but they are out of the fight unless the Priest can cast Awaken. The other interesting part of these rules is that they ostensibly apply to monsters as well. Per the ruluboo, when a monster reaches 0 HP or lower, they fall unconscious. Ergo, enemies with "Awaken" can stand down monsters back up, and certainly the PCs have the option to revive a fallen foe after a battle. Finally, for the Combat chapter, there is a small paragraph about surprise, or as the book calls it, "ambush". In Rulebook I, only certain monsters can surprise the characters, and there is no mention at all of the PCs surprising monsters. Being surprised means losing initiative, not being able to make any battle preparations, and each PC having a -2 penalty for all checks until the start of their turn. After Combat, the next section deals with items and how to equip them. The game does not have encumbrance. It explicitly notes that there are no rules for how much a character can carry. The reason for this is that all monsters drop spoils. As the ruluboo says, "We have judged that there is no guarantee that the sense of reality obtained by such rules is superior to the game-like fun provided by having many different kinds of spoils." While the game is not concerned with carrying capacity or things of that nature, it does pay a good deal of attention to what you can do with your hands. First, it notes that there is a difference between "holding" an item, and "equipping" an item. A sword that is merely "held" cannot be used as a weapon, it must be "equipped." Then it talks about handedness. All weapons and many items have a designation of 1H or 2H, indicating they can be held in one hand, or else require two hands to hold or wield. So you can carry as much as you want on your person, but you can only ever have one small thing in each hand, or use two hands to hold a big thing. Next the game talks about "equipping" items. The game gets a little precious about this, with separate sections for equipping weapons, shields, armors, and accoutrements. It's pretty straightforward, but often, it seems like they are explaining a rule only so they can then say, "The rule for Grapplers is this." I don't know specifics, but from what I've read it seems like some Grapplers would take advantage of loopholes in 2.0 to create super powerful combinations, and this is an attempt to reign that in. Due to the granularity of equippable locations, for both magic items and simple appearance items, it can feel a little video-gamey, although I don't think this is too terribly far from what has been in various editions of D&D. Wearable items have an "equip location". There are eight such categories: Head, Face, Neck, Back, Hand, Waist, Leg, and Elective. Items in the Elective category can be equipped any where. A PC, then, has nine locations for equipment: Head, Face, Neck, Back, Right Hand, Left Hand, Waist, Legs, and Other. Any thing can be equipped in Other; you can even double up on another location. Hand, by the way, also includes the arm. In general, wearing two things of the same name does double any affect those items have. In some rare cases, it will be noted when there can be doubling up. For example, a quiver holds 12 arrows, and you can equip two quivers so that you have a total of 24 arrows. That's it for combat and items. Next up are the rules for magic. [/QUOTE]
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