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So 5th edition is coming soon
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<blockquote data-quote="Ycore Rixle" data-source="post: 5515376" data-attributes="member: 675"><p><strong>Ok!</strong></p><p></p><p></p><p></p><p>Done and done. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Go check <a href="http://www.spellboundkingdoms.com" target="_blank">Spellbound Kingdoms</a>. Buy it <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=63931" target="_blank">here</a>.</p><p></p><p>The combat system is what I wanted to do in Book of Nine Swords, but Rich Baker had already sketched out that book's system when he turned it over to us poor freelancers. I started work on SK when I realized that that there was no way I was interested in continuing to freelance for WOTC. So, in a way, SK is my version of 5e. (Not the setting; that would need to be more generic. But the mechanics. And the setting is easily ripped out.)</p><p></p><p>Edit: Reasons the combat system is far, far better than 4e's:</p><p>1. No modifiers after the die is rolled. What you see on the die is what you get.</p><p>2. Style matters. Dagger-and-wine, Free Sword, Twin Weapon Fighting, Savage, et al. have different strengths and weaknesses.</p><p>3. It's fast. Blazing fast, really. Makes Savage Worlds combat look like Oblivion running on a Vic 20.</p><p>4. It's tactical but</p><p>4.5 It doesn't require a grid or minis.</p><p>5. It supports the gameworld as a self-consistent reality rather than the gameworld as a meaningless facade.</p><p>6. Character matters. A character's Inspirations are imprtant.</p><p>7. Banter. Insulting your opponent is an effective tactic, but not in the "Feather Me Yon Oaf" "I raise that monster's aggro" marking "He has to attack me now" way.</p><p>8. Comparatively speaking, no bookkeeping. A tiny bit is there, of course, but compared to 4e, it's nothing.</p><p></p><p>So yeah, check it out!</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 5515376, member: 675"] [b]Ok![/b] Done and done. :) Go check [URL="http://www.spellboundkingdoms.com"]Spellbound Kingdoms[/URL]. Buy it [URL="http://rpg.drivethrustuff.com/product_info.php?products_id=63931"]here[/URL]. The combat system is what I wanted to do in Book of Nine Swords, but Rich Baker had already sketched out that book's system when he turned it over to us poor freelancers. I started work on SK when I realized that that there was no way I was interested in continuing to freelance for WOTC. So, in a way, SK is my version of 5e. (Not the setting; that would need to be more generic. But the mechanics. And the setting is easily ripped out.) Edit: Reasons the combat system is far, far better than 4e's: 1. No modifiers after the die is rolled. What you see on the die is what you get. 2. Style matters. Dagger-and-wine, Free Sword, Twin Weapon Fighting, Savage, et al. have different strengths and weaknesses. 3. It's fast. Blazing fast, really. Makes Savage Worlds combat look like Oblivion running on a Vic 20. 4. It's tactical but 4.5 It doesn't require a grid or minis. 5. It supports the gameworld as a self-consistent reality rather than the gameworld as a meaningless facade. 6. Character matters. A character's Inspirations are imprtant. 7. Banter. Insulting your opponent is an effective tactic, but not in the "Feather Me Yon Oaf" "I raise that monster's aggro" marking "He has to attack me now" way. 8. Comparatively speaking, no bookkeeping. A tiny bit is there, of course, but compared to 4e, it's nothing. So yeah, check it out! [/QUOTE]
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