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<blockquote data-quote="Stone Dog" data-source="post: 2078270" data-attributes="member: 16705"><p>No problem. Actually there are five of the PDF previews. Part of the introduction, a few character classes, diseases, petty magics and some political tidbits. Oddly enough, the link for the political tidbits keeps vanishing and reappearing. Strange that.</p><p></p><p>I am pretty stoked about the new system. It seems to have cleared up a lot of the downsides to the first system and streamlined the rest of it. There are only D10s in the whole of the game now. Advances are taken in 5% incriments rather than 10. Skills can be bought multiple times and those skills in the old set like Very Strong are now talents. Yes, I know those are rather like feats, but calling Very Strong or Immune to Poison skills was a bit odd.</p><p></p><p>I am curious as to how the stat blocks work. For those of you who didn't know, Warhammer used to have a stat line with Movement, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Attacks, Dexterity, Leadership, Intelligence, Coolness, Willpower and Fellowship. Problems were that some of them (Cool and Will Power, Leadership and Fellowship) did double duty in many cases and in two of them (Strength and Toughness) there wasn't enough granularity. Most of the characteristics were percentile based, but in particular S and T were just 1-10. One being a weakling and 10 being a powerful dragon or so. It wouldn't be that hard for a robust human to be more than half as strong as a great big dragon or for a dwarf to be so tough that many weapons couldn't wound him (Naked Dwarf Syndrome).</p><p></p><p>Now we have the Main Profile of Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Will Power and Fellowship all being percentile based. The secondary profile is where you keep your Attacks, Wounds, Strength Bonus, Toughness Bonus, Magic Rating, Insanity Points and Fortune Points.</p><p></p><p>I am hoping that 100% isn't the upper cap, just the usual limit of human ability. Take a dragon for example. In the old system Bard the Bowman (fairly robust chap, lets say a four St) would have been more than half as strong as your average dragon (usual St 7) Doesn't quite seem right, does it? Of course, Smaug wasn't your average dragon, but still Smaug the Golden couldn't be more than St 10 which would put Smaug at his prime only about twice as strong as a warhorse.</p><p></p><p>If a creatures St could possibly be higher than 100% (with perhaps an exponential increase in the assumed to be linked St Bonus) then you could have truely feasome beasts able to push over small towers with their 275-(difficulty)% St rolls. That is kinda what I am hoping for anyway.</p></blockquote><p></p>
[QUOTE="Stone Dog, post: 2078270, member: 16705"] No problem. Actually there are five of the PDF previews. Part of the introduction, a few character classes, diseases, petty magics and some political tidbits. Oddly enough, the link for the political tidbits keeps vanishing and reappearing. Strange that. I am pretty stoked about the new system. It seems to have cleared up a lot of the downsides to the first system and streamlined the rest of it. There are only D10s in the whole of the game now. Advances are taken in 5% incriments rather than 10. Skills can be bought multiple times and those skills in the old set like Very Strong are now talents. Yes, I know those are rather like feats, but calling Very Strong or Immune to Poison skills was a bit odd. I am curious as to how the stat blocks work. For those of you who didn't know, Warhammer used to have a stat line with Movement, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Attacks, Dexterity, Leadership, Intelligence, Coolness, Willpower and Fellowship. Problems were that some of them (Cool and Will Power, Leadership and Fellowship) did double duty in many cases and in two of them (Strength and Toughness) there wasn't enough granularity. Most of the characteristics were percentile based, but in particular S and T were just 1-10. One being a weakling and 10 being a powerful dragon or so. It wouldn't be that hard for a robust human to be more than half as strong as a great big dragon or for a dwarf to be so tough that many weapons couldn't wound him (Naked Dwarf Syndrome). Now we have the Main Profile of Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Will Power and Fellowship all being percentile based. The secondary profile is where you keep your Attacks, Wounds, Strength Bonus, Toughness Bonus, Magic Rating, Insanity Points and Fortune Points. I am hoping that 100% isn't the upper cap, just the usual limit of human ability. Take a dragon for example. In the old system Bard the Bowman (fairly robust chap, lets say a four St) would have been more than half as strong as your average dragon (usual St 7) Doesn't quite seem right, does it? Of course, Smaug wasn't your average dragon, but still Smaug the Golden couldn't be more than St 10 which would put Smaug at his prime only about twice as strong as a warhorse. If a creatures St could possibly be higher than 100% (with perhaps an exponential increase in the assumed to be linked St Bonus) then you could have truely feasome beasts able to push over small towers with their 275-(difficulty)% St rolls. That is kinda what I am hoping for anyway. [/QUOTE]
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