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Let's Read Sword World 2.5!
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<blockquote data-quote="Iosue" data-source="post: 8782368" data-attributes="member: 6680772"><p>So, <strong>Items</strong>! I've been looking forward to this because I think this is one of the strengths of Sword World. There is just such a wealth of options.</p><p></p><p>The Items chapter is split into <strong>Weapons</strong>, <strong>Armor</strong>, <strong>Common Equipment & Consumables</strong>, <strong>Living Expenses & Accommodations</strong>, <strong>Poultices & Potions</strong>, <strong>Adventurer Skill Package Items</strong>, <strong>Adventure Tools</strong>, and <strong>Accoutrements</strong>.</p><p></p><p>Weapons are split into four ranks: B-rank, A-rank, S-rank, and SS-rank. Rulebook I only deals with B- and A-rank weapons. All characters start out able to use B-rank weapons, but need successive levels of Weapon Mastery (for each category of weapon) to get access to the higher ranks. With the exception of guns, weapons are classified as either sharp or blunt, and either one-handed, two-handed (or both). Some provide to-hit bonuses, some provide armor protection, still others provide additional damage.</p><p></p><p>Because SW uses Power Tables for damage instead of damage dice, they can create a wide variety of weapons: light, medium, heavy, historic, fantastic, Western European, Eastern European, Middle East, North American (the axe list includes the tomahawk), cheap, affordable, expensive, and exhorbitantly expensive. It's just a mash of variety. <strong><em>25</em></strong> different swords are listed, 13 kinds of axes, 8 kinds of spears, 10 different maces, 5 kinds of staves, 7 types of flail, 6 types of warhammer, 16 Grappler weapons, 15 different thrown weapons, 7 kinds of bows, 7 kinds of <em>cross</em>bows, and 6 different guns. For ammo, there are regular and silver versions of bullets, arrows, and crossbow bolts, as well as armor piercing arrows and bolts, and "flash-fang" arrows or bolts, which are always retrievable unless they crit.</p><p></p><p>Here's taste of the variety: the sword lists consists of (in order of strength requirement) <a href="https://en.wikipedia.org/wiki/Knife" target="_blank">knife</a>, fast-spike, <a href="https://en.wikipedia.org/wiki/Stiletto" target="_blank">stiletto</a>, <a href="https://en.wikipedia.org/wiki/Dagger" target="_blank">dagger</a>, <a href="https://en.wikipedia.org/wiki/Kukri" target="_blank">kukri</a>, shortsword, <a href="https://en.wikipedia.org/wiki/%C3%89p%C3%A9e" target="_blank">épée</a>, <a href="https://en.wikipedia.org/wiki/Katzbalger" target="_blank">Katzbalger</a>, <a href="https://en.wikipedia.org/wiki/Rapier" target="_blank">rapier</a>, <a href="https://en.wikipedia.org/wiki/Flyssa" target="_blank">flyssa</a>, <a href="https://en.wikipedia.org/wiki/Sabre" target="_blank">saber</a>, <a href="https://en.wikipedia.org/wiki/Estoc" target="_blank">estoc</a>, <a href="https://en.wikipedia.org/wiki/Basket-hilted_sword#Schiavona" target="_blank">schiavona</a>, defender, longsword, broadsword, <a href="https://en.wikipedia.org/wiki/Talwar" target="_blank">talwar</a>, bastard sword, <a href="https://en.wikipedia.org/wiki/Falchion" target="_blank">falchion</a>, steelblade, <a href="https://en.wikipedia.org/wiki/Zweih%C3%A4nder" target="_blank">two-handed sword</a>, <a href="https://en.wikipedia.org/wiki/Shamshir" target="_blank">shamshir</a>, <a href="https://en.wikipedia.org/wiki/Flamberge" target="_blank">flamberge</a>, <a href="https://en.wikipedia.org/wiki/Classification_of_swords#Great_sword" target="_blank">greatsword</a>, and dragonslayer.</p><p></p><p>Not the slightest attention is paid to historical accuracy or simulation. There's no reason why a shamshir should require more strength than a two-handed sword, and I suspect the image of the longsword and the broadsword are more <a href="https://www.quora.com/What-is-the-difference-between-a-longsword-and-a-broadsword" target="_blank">popular fantasy</a> than expert classification. For the most part, the differences come down to Power Table damage, handedness, and cost. I would say that choice largely comes down to what weapons you have the minimum Strength for, whether you want to go one-handed or two-handed, and then ultimately, what you can afford. From estoc on, the swords get more and more expensive. And, of course, image. Since the game aesthetic is less Lord of the Rings, and more anime/manga/Final Fantasy, just about any sword will go with any look. After all, that oversized monstrosity the Human Fighter sample character is holding is technically supposed to be a bastard sword.</p><p></p><p>Armor is split into non-metal armor (7 types), metal armor (9 types), and shields (9 types). As you might expect, the heaviest, most protective armor give you penalties to Evasion. But some Grappler-only armor actually raises it. Shields are quite interesting. A buckler provides no armor protection, but gives a +1 to Evasion, a kite shield provides both armor protection <em>and </em>bonus to Evasion. Some A-rank shields can even be used as a weapon.</p><p></p><p>The Common Equipment & Consumables list is the bog standard D&D equipment list. The very first thing listed is "Adventurer's Set", containing a backpack, waterskin, blanket, six torches, tinder box, 10 m of rope, and a utility knife. Pshaw! Boring. The inclusion of this list feels perfunctory.</p><p></p><p>The Living Expenses & Accommodations list has prices for rations, meals, drinks, and the like. The price for each item is the minimum, and then the Notes section for each item lists more expensive options. Perhaps the only interesting thing here is the presence of tobacco, cigarettes, and a pipe.</p><p></p><p>Poultices & Potions covers methods of HP and MP recovery. I write "poultice" for convenience, but according to the book, the use of HP restorative herbs can take many forms: making poultices, burning and inhaling the smoke, or mixing with water or alcohol. The only thing is that takes 10 minutes to prepare and take effect. At 30 G, poultices are the most cost-effective methods of party healing (without using MP), since healing potions cost a minimum of 100 G. There is also Magical Perfume, which is sprinkled on the target to restore MP. Interesting note! The effects of poultices is explicitly marked as having the poison property. Which means that if you have immunity from the poison property, these poultices don't work! In addition to three levels of healing potion, there are awaken potions, which act like a Priest's Awaken magic, and finally poison antidotes. Each item on the Poultices & Potions list has a Power Table to determine its effect. However, if administered by a Ranger, the Ranger's level and Wisdom bonus is added. This is a pretty good reason to have someone with a level or two of Ranger in the party!</p><p></p><p>Adventurer Skill Package Items are the items pretty essential to each particular Skill Package (aside from weapons and armor for the Warrior Skill Packages). Magical foci, holy symbols, magispheres, Scout tools, and ammo holders like quivers and gunbelts. The Adventure Tools list has just four items, all somewhat expensive magic items. These are ways to reduce damage or boost resistances.</p><p></p><p>The biggest list, outside Weapons, is Accoutrements. These are items, both mundane and magical, than can be equipped to various locations on the character: head, face, neck, ears, back, arms/hands, waist, and legs. You don't have to buy any of these, but they can be great for creating the image of your character.</p><p></p><p>For the head, there are 12 items that include various hats, helms and other headdress. None of them have any affect on armor. Among these are also three magic item hair accessories that can be thrown for fire, ice, or lightning damage, and a conical hat that boosts Monster Knowledge Checks.</p><p></p><p>For the face, 9 items that include masks, glasses (including sunglasses!) and two kinds of magical spectacles (one can be crushed to turn a failed save vs a sleep effect into a success, the other gives bonuses search checks).</p><p></p><p>For the ears, 5 various kinds of earrings (and a pair of earmuffs). There are two magic items: spotter doll, which is a doll-shaped earring that gives spotting advice when taking an aimed shot, and bat-shaped earrings that provide echolocation when you can't see.</p><p></p><p>For the neck, 7 items, including scarves, chokers, necklaces, and the like. There are two magic items: a charm that hangs around your neck and gives a +1 to Spoils rolls, and a necklace that gives a +1 to resistance against poison and illness effects.</p><p></p><p>For the back, 5 items that include a short cloak, a long cloak, a poncho, and two magic items: little wings that reduce falling damage, and a thermal cloak that protects against extreme temperatures.</p><p></p><p>For the arms/hands, 8 items that include rings, bracelets, gloves, and three kinds of magic rings.</p><p></p><p>For the waist, 5 items: belt, garter belt, corset, a magic belt that provides armor protection, and a magic buckle that can cast Lightning for 10 MP.</p><p></p><p>For the legs, 6 items: toe-rings, anklets, fancy shoes, boots, and for magic items, sandals that detect traps underfoot, and silent shoes that give a +2 to stealth checks.</p><p></p><p>Finally, there are 6 miscellaneous items that can be worn anywhere: scarves, bandanas, piercings, and chains. No magic items here.</p><p></p><p>I hope that gives you an idea of the rich variety of the Items section. This concludes the Data chapter of Rulebook I. Next, we get into <strong>the World</strong> of Raxia.</p></blockquote><p></p>
[QUOTE="Iosue, post: 8782368, member: 6680772"] So, [B]Items[/B]! I've been looking forward to this because I think this is one of the strengths of Sword World. There is just such a wealth of options. The Items chapter is split into [B]Weapons[/B], [B]Armor[/B], [B]Common Equipment & Consumables[/B], [B]Living Expenses & Accommodations[/B], [B]Poultices & Potions[/B], [B]Adventurer Skill Package Items[/B], [B]Adventure Tools[/B], and [B]Accoutrements[/B]. Weapons are split into four ranks: B-rank, A-rank, S-rank, and SS-rank. Rulebook I only deals with B- and A-rank weapons. All characters start out able to use B-rank weapons, but need successive levels of Weapon Mastery (for each category of weapon) to get access to the higher ranks. With the exception of guns, weapons are classified as either sharp or blunt, and either one-handed, two-handed (or both). Some provide to-hit bonuses, some provide armor protection, still others provide additional damage. Because SW uses Power Tables for damage instead of damage dice, they can create a wide variety of weapons: light, medium, heavy, historic, fantastic, Western European, Eastern European, Middle East, North American (the axe list includes the tomahawk), cheap, affordable, expensive, and exhorbitantly expensive. It's just a mash of variety. [B][I]25[/I][/B] different swords are listed, 13 kinds of axes, 8 kinds of spears, 10 different maces, 5 kinds of staves, 7 types of flail, 6 types of warhammer, 16 Grappler weapons, 15 different thrown weapons, 7 kinds of bows, 7 kinds of [I]cross[/I]bows, and 6 different guns. For ammo, there are regular and silver versions of bullets, arrows, and crossbow bolts, as well as armor piercing arrows and bolts, and "flash-fang" arrows or bolts, which are always retrievable unless they crit. Here's taste of the variety: the sword lists consists of (in order of strength requirement) [URL='https://en.wikipedia.org/wiki/Knife']knife[/URL], fast-spike, [URL='https://en.wikipedia.org/wiki/Stiletto']stiletto[/URL], [URL='https://en.wikipedia.org/wiki/Dagger']dagger[/URL], [URL='https://en.wikipedia.org/wiki/Kukri']kukri[/URL], shortsword, [URL='https://en.wikipedia.org/wiki/%C3%89p%C3%A9e']épée[/URL], [URL='https://en.wikipedia.org/wiki/Katzbalger']Katzbalger[/URL], [URL='https://en.wikipedia.org/wiki/Rapier']rapier[/URL], [URL='https://en.wikipedia.org/wiki/Flyssa']flyssa[/URL], [URL='https://en.wikipedia.org/wiki/Sabre']saber[/URL], [URL='https://en.wikipedia.org/wiki/Estoc']estoc[/URL], [URL='https://en.wikipedia.org/wiki/Basket-hilted_sword#Schiavona']schiavona[/URL], defender, longsword, broadsword, [URL='https://en.wikipedia.org/wiki/Talwar']talwar[/URL], bastard sword, [URL='https://en.wikipedia.org/wiki/Falchion']falchion[/URL], steelblade, [URL='https://en.wikipedia.org/wiki/Zweih%C3%A4nder']two-handed sword[/URL], [URL='https://en.wikipedia.org/wiki/Shamshir']shamshir[/URL], [URL='https://en.wikipedia.org/wiki/Flamberge']flamberge[/URL], [URL='https://en.wikipedia.org/wiki/Classification_of_swords#Great_sword']greatsword[/URL], and dragonslayer. Not the slightest attention is paid to historical accuracy or simulation. There's no reason why a shamshir should require more strength than a two-handed sword, and I suspect the image of the longsword and the broadsword are more [URL='https://www.quora.com/What-is-the-difference-between-a-longsword-and-a-broadsword']popular fantasy[/URL] than expert classification. For the most part, the differences come down to Power Table damage, handedness, and cost. I would say that choice largely comes down to what weapons you have the minimum Strength for, whether you want to go one-handed or two-handed, and then ultimately, what you can afford. From estoc on, the swords get more and more expensive. And, of course, image. Since the game aesthetic is less Lord of the Rings, and more anime/manga/Final Fantasy, just about any sword will go with any look. After all, that oversized monstrosity the Human Fighter sample character is holding is technically supposed to be a bastard sword. Armor is split into non-metal armor (7 types), metal armor (9 types), and shields (9 types). As you might expect, the heaviest, most protective armor give you penalties to Evasion. But some Grappler-only armor actually raises it. Shields are quite interesting. A buckler provides no armor protection, but gives a +1 to Evasion, a kite shield provides both armor protection [I]and [/I]bonus to Evasion. Some A-rank shields can even be used as a weapon. The Common Equipment & Consumables list is the bog standard D&D equipment list. The very first thing listed is "Adventurer's Set", containing a backpack, waterskin, blanket, six torches, tinder box, 10 m of rope, and a utility knife. Pshaw! Boring. The inclusion of this list feels perfunctory. The Living Expenses & Accommodations list has prices for rations, meals, drinks, and the like. The price for each item is the minimum, and then the Notes section for each item lists more expensive options. Perhaps the only interesting thing here is the presence of tobacco, cigarettes, and a pipe. Poultices & Potions covers methods of HP and MP recovery. I write "poultice" for convenience, but according to the book, the use of HP restorative herbs can take many forms: making poultices, burning and inhaling the smoke, or mixing with water or alcohol. The only thing is that takes 10 minutes to prepare and take effect. At 30 G, poultices are the most cost-effective methods of party healing (without using MP), since healing potions cost a minimum of 100 G. There is also Magical Perfume, which is sprinkled on the target to restore MP. Interesting note! The effects of poultices is explicitly marked as having the poison property. Which means that if you have immunity from the poison property, these poultices don't work! In addition to three levels of healing potion, there are awaken potions, which act like a Priest's Awaken magic, and finally poison antidotes. Each item on the Poultices & Potions list has a Power Table to determine its effect. However, if administered by a Ranger, the Ranger's level and Wisdom bonus is added. This is a pretty good reason to have someone with a level or two of Ranger in the party! Adventurer Skill Package Items are the items pretty essential to each particular Skill Package (aside from weapons and armor for the Warrior Skill Packages). Magical foci, holy symbols, magispheres, Scout tools, and ammo holders like quivers and gunbelts. The Adventure Tools list has just four items, all somewhat expensive magic items. These are ways to reduce damage or boost resistances. The biggest list, outside Weapons, is Accoutrements. These are items, both mundane and magical, than can be equipped to various locations on the character: head, face, neck, ears, back, arms/hands, waist, and legs. You don't have to buy any of these, but they can be great for creating the image of your character. For the head, there are 12 items that include various hats, helms and other headdress. None of them have any affect on armor. Among these are also three magic item hair accessories that can be thrown for fire, ice, or lightning damage, and a conical hat that boosts Monster Knowledge Checks. For the face, 9 items that include masks, glasses (including sunglasses!) and two kinds of magical spectacles (one can be crushed to turn a failed save vs a sleep effect into a success, the other gives bonuses search checks). For the ears, 5 various kinds of earrings (and a pair of earmuffs). There are two magic items: spotter doll, which is a doll-shaped earring that gives spotting advice when taking an aimed shot, and bat-shaped earrings that provide echolocation when you can't see. For the neck, 7 items, including scarves, chokers, necklaces, and the like. There are two magic items: a charm that hangs around your neck and gives a +1 to Spoils rolls, and a necklace that gives a +1 to resistance against poison and illness effects. For the back, 5 items that include a short cloak, a long cloak, a poncho, and two magic items: little wings that reduce falling damage, and a thermal cloak that protects against extreme temperatures. For the arms/hands, 8 items that include rings, bracelets, gloves, and three kinds of magic rings. For the waist, 5 items: belt, garter belt, corset, a magic belt that provides armor protection, and a magic buckle that can cast Lightning for 10 MP. For the legs, 6 items: toe-rings, anklets, fancy shoes, boots, and for magic items, sandals that detect traps underfoot, and silent shoes that give a +2 to stealth checks. Finally, there are 6 miscellaneous items that can be worn anywhere: scarves, bandanas, piercings, and chains. No magic items here. I hope that gives you an idea of the rich variety of the Items section. This concludes the Data chapter of Rulebook I. Next, we get into [B]the World[/B] of Raxia. [/QUOTE]
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