S&SS Advanced Players Guide


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Chapter two: Character Classes

New Prestige Classes: Dilettante, Elementalist, Gallowglass, Gemcaster, Pit Fighter, Sidestepper

Elite PrC's ( level 12+ to qualify ) Arcane Warrior, Plantmaster, Rogue Hunter, Temporal Mage, Undead Bane

For a book not devoted to a particular class, the selection of PrCs there seems a bit small.
 



Thank you Gobbo-man! Pity about the white space though...

BigFreekinGoblinoid said:
Chapter Three: Alternative Combat Rules

New Initiative Systems ( one uses playing cards! )

Alternative Combat Rules (Phased Combat, Weapon Speeds, Armor Damage, Combat Defense )

Wound Level System
From what you are saying, these are the only things I am really interested in. The alternate magic systems sound alright, but spell points are already in UA and the skill based spell casting sounds a little off somehow.

I always did like the playing cards options from Deadlands, but for D&D I might just replace it with tarot cards. The question is, do you leave the major arcana in or not? It would be interesting to do. Perhaps it could be like treasure ala castlevania. Certain quests will get your group certain powers represented by the Major Arcana cards being slipped into the initiative deck.
What is the basic run down on how this works?

The alternate combat rules also sound sweet, but I won't ask you to post them all. or even most of them. Weapon speeds sound like the most likely for me to put into play though. I can guess how those work. Either negative penalties to Initiative or maximum dex bonus like armour. Combat defense is pretty vague though... perhaps just a bit of a hint on that one?

Wound levels. This I want to know about more. The injury system in UA was nice, but seemed ... lacking somehow. I don't have anything specific about that, but any review of the system would be great.

I think I might pick this up later on when I actually have some money.
 

Stone Dog said:
Thank you Gobbo-man! Pity about the white space though...


From what you are saying, these are the only things I am really interested in. The alternate magic systems sound alright, but spell points are already in UA and the skill based spell casting sounds a little off somehow.

I always did like the playing cards options from Deadlands, but for D&D I might just replace it with tarot cards. The question is, do you leave the major arcana in or not? It would be interesting to do. Perhaps it could be like treasure ala castlevania. Certain quests will get your group certain powers represented by the Major Arcana cards being slipped into the initiative deck.
What is the basic run down on how this works?

The alternate combat rules also sound sweet, but I won't ask you to post them all. or even most of them. Weapon speeds sound like the most likely for me to put into play though. I can guess how those work. Either negative penalties to Initiative or maximum dex bonus like armour. Combat defense is pretty vague though... perhaps just a bit of a hint on that one?

Wound levels. This I want to know about more. The injury system in UA was nice, but seemed ... lacking somehow. I don't have anything specific about that, but any review of the system would be great.

I think I might pick this up later on when I actually have some money.

The playing card card initiative system largely ignores initative bonuses, as they only come into play for ties ( high cards go first ). The other two init systems are: DM rolls for everyone ( where is the fun in that? ) and the 2E version of re-rolling each round.

Weapon speeds gain a bonus or penalty to initiative scores. Most single hand melee weapons ( Mace, longsword etc.. ) have a modifier of 0.

The wound level system removes hit points from the game and thus is fairly complex. The book says that the main advantage of this system is speed of play because you don't need to roll and track damage, but the mechanics don't seem to support this claim as the defender needs to make a "Damage Check" roll ( modified by class HD, DR, Toughness Feats, Energy resistance, Temp hit points and more ) to see how badly he has been hurt on the Damage Check result table.
 



BigFreekinGoblinoid said:
I think it was lifted from the Gamma World Players Handbook.

If by 'lifted' you mean "written by Geoff Skellams, who also wrote the community rules for Gamma World, then heavily reworked and revised them to work for fantasy games", then yes.
 


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