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Let's Read Sword World 2.5!
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<blockquote data-quote="Iosue" data-source="post: 8783273" data-attributes="member: 6680772"><p>I've been looking over Rulebooks II and III, and the Manipulation magic-user takes an interesting turn in those. At third level they get access to "Create Golem" and (with GM's approval) "Create Undead." There remains some pseudo-elemental magic and party support magic, but they essentially become Sword World animators and necromancers. In fact, Resurrection is Manipulation magic, rather than Divine/Holy.</p><p></p><p>Yes, very much agreed. Its one nod to simulationism is the way martial attacks work (attack yes or no, evade yes or no, then armor ablates damage), which I believe is a legacy mechanic from the first edition, a definitely more gritty, if not more simulationist, type of game. (As I understand it, in 1st edition your HP was set as equal to your Constitution score, so HP went up little, if at all.)</p><p></p><p>What I find interesting is how it all holds together. Which is a subjective conclusion, to be sure; I would not be surprised if some people found it too much of a hodgepodge. But to me, the artwork helps tie it all together. There is not much art in the book, and unfortunately I could not find much of that online to include in this thread. But you can see it in the sample character artwork. I was listening to a Japanese podcast discussing 2.0, and they made the point: Sword World RPG is Dragon Quest. Sword World 2.0 (and thus 2.5) is Final Fantasy. If you're familiar with, and accepting of, the Final Fantasy design aesthetic, it's very easy to get on board with the "anything goes" vibe of SW 2.5.</p></blockquote><p></p>
[QUOTE="Iosue, post: 8783273, member: 6680772"] I've been looking over Rulebooks II and III, and the Manipulation magic-user takes an interesting turn in those. At third level they get access to "Create Golem" and (with GM's approval) "Create Undead." There remains some pseudo-elemental magic and party support magic, but they essentially become Sword World animators and necromancers. In fact, Resurrection is Manipulation magic, rather than Divine/Holy. Yes, very much agreed. Its one nod to simulationism is the way martial attacks work (attack yes or no, evade yes or no, then armor ablates damage), which I believe is a legacy mechanic from the first edition, a definitely more gritty, if not more simulationist, type of game. (As I understand it, in 1st edition your HP was set as equal to your Constitution score, so HP went up little, if at all.) What I find interesting is how it all holds together. Which is a subjective conclusion, to be sure; I would not be surprised if some people found it too much of a hodgepodge. But to me, the artwork helps tie it all together. There is not much art in the book, and unfortunately I could not find much of that online to include in this thread. But you can see it in the sample character artwork. I was listening to a Japanese podcast discussing 2.0, and they made the point: Sword World RPG is Dragon Quest. Sword World 2.0 (and thus 2.5) is Final Fantasy. If you're familiar with, and accepting of, the Final Fantasy design aesthetic, it's very easy to get on board with the "anything goes" vibe of SW 2.5. [/QUOTE]
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