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<blockquote data-quote="Justice and Rule" data-source="post: 9179224" data-attributes="member: 6778210"><p>From what I've seen it feels better. There are small layout changes in different sections that were clearly driven by readability stuff. For example, I couldn't figure out why until I realized they took away the big red text at the top and integrated it into the starting paragraph. It made for much cleaner design. I haven't had too much time to read the rules.</p><p></p><p></p><p></p><p>You mean Recovery checks? Yeah, a bit. It took me a second to realize it, but it feels kind of pointless, tbh. Outside of really esoteric ways of increasing dying without a check, it just recreates the three strikes system of 5E in an unnecessary way. I liked the 4 hard strikes which meant that pop-up healing wasn't a great thing but gave you an extra chance to avoid dying.</p><p></p><p></p><p></p><p>There are several ways detailed, the most obvious of which is simply buying them (they have a little chart from level 0 to level 20 items which are "common"), which you can then copy into your formula book. You can also reverse engineer one by disassembling or studying a version you have: you have to meet the requirements to Craft the item and hit the item's DC on a check.</p><p></p><p></p><p></p><p>There are a lot of neat ones. Of the Edicts, I think I like the Orc's "Share knowledge you won through pain", like a sort of battling scholar.</p><p></p><p>Overall I like the Anathemas better because I think they are generally more interesting and character-defining at a certain level. I also think they did a decent job of hitting what people wanted with the old alignments without having to put those ideas into a fixed grid.</p><p></p><p>Dwarves: Leave an activity or promise uncompleted</p><p>Elves: Force another creature to do something</p><p>Goblins: Trust a horse or dog</p><p>Gnome: Slow down to explain yourself</p><p></p><p>If there was a missed opportunity, it's that they only did edicts and anathemas for the full heritages. Versatile heritages didn't have examples, which is sad because I think those probably would have been among the most interesting.</p><p></p><p></p><p></p><p>Pretty much as it did before, tbh: Select a primary Ancestry, and instead of taking a heritage from that ancestry you take one of the versatile ones. I will say that I feel like you should almost get a free lineage (feats that define your bloodline like a Daemon-blooded person or having a Sea Hag parent that you have to take at character creation) because they are so defining and interesting. Though I suppose it's still possible to do that if you play the Ancestral Paragon variant (which is, apparently, not in the new GM's guide, which is disappointing but doesn't actually eliminate it so I guess that's fine).</p><p></p><p></p><p></p><p>Yeah, it probably was but it wasn't one I saw particularly often. But it's more of a load-bearing one now and I think it really improves the quality of that feat, since it'll automatically increase over time for minimal investment. Same with the Ancestral Weapon Familiarities, which have gone from 3 Feats to 1.</p><p></p><p>Having done a comparison on all the main races in the book to the original versions, you can see that they simplified some stuff down to make it more immediately useable, and while most feats came back, some more niche ones didn't make it. Most of those seemed to be from the APG and almost all were Level 1 feats from what I could tell.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9179224, member: 6778210"] From what I've seen it feels better. There are small layout changes in different sections that were clearly driven by readability stuff. For example, I couldn't figure out why until I realized they took away the big red text at the top and integrated it into the starting paragraph. It made for much cleaner design. I haven't had too much time to read the rules. You mean Recovery checks? Yeah, a bit. It took me a second to realize it, but it feels kind of pointless, tbh. Outside of really esoteric ways of increasing dying without a check, it just recreates the three strikes system of 5E in an unnecessary way. I liked the 4 hard strikes which meant that pop-up healing wasn't a great thing but gave you an extra chance to avoid dying. There are several ways detailed, the most obvious of which is simply buying them (they have a little chart from level 0 to level 20 items which are "common"), which you can then copy into your formula book. You can also reverse engineer one by disassembling or studying a version you have: you have to meet the requirements to Craft the item and hit the item's DC on a check. There are a lot of neat ones. Of the Edicts, I think I like the Orc's "Share knowledge you won through pain", like a sort of battling scholar. Overall I like the Anathemas better because I think they are generally more interesting and character-defining at a certain level. I also think they did a decent job of hitting what people wanted with the old alignments without having to put those ideas into a fixed grid. Dwarves: Leave an activity or promise uncompleted Elves: Force another creature to do something Goblins: Trust a horse or dog Gnome: Slow down to explain yourself If there was a missed opportunity, it's that they only did edicts and anathemas for the full heritages. Versatile heritages didn't have examples, which is sad because I think those probably would have been among the most interesting. Pretty much as it did before, tbh: Select a primary Ancestry, and instead of taking a heritage from that ancestry you take one of the versatile ones. I will say that I feel like you should almost get a free lineage (feats that define your bloodline like a Daemon-blooded person or having a Sea Hag parent that you have to take at character creation) because they are so defining and interesting. Though I suppose it's still possible to do that if you play the Ancestral Paragon variant (which is, apparently, not in the new GM's guide, which is disappointing but doesn't actually eliminate it so I guess that's fine). Yeah, it probably was but it wasn't one I saw particularly often. But it's more of a load-bearing one now and I think it really improves the quality of that feat, since it'll automatically increase over time for minimal investment. Same with the Ancestral Weapon Familiarities, which have gone from 3 Feats to 1. Having done a comparison on all the main races in the book to the original versions, you can see that they simplified some stuff down to make it more immediately useable, and while most feats came back, some more niche ones didn't make it. Most of those seemed to be from the APG and almost all were Level 1 feats from what I could tell. [/QUOTE]
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