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Zweihander Revised Core Rulebook- a read-through
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<blockquote data-quote="Some Dude" data-source="post: 7824380" data-attributes="member: 6980080"><p><strong>CLARIFICATION: AFTER SOME RESEARCH, IT SEEMS THAT AN INCREASE/DECREASE IN PRIMARY ATTRIBUTES DURING CHARGEN WILL AFFECT THE RELATED ATTRIBUTE BONUS. I HAVE UPDATED GÜHM'S ATTRIBUTES ACCORDINGLY. THEY ARE NOW:</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Combat 45 [5]</strong></p><p><strong></strong></p><p><strong>Brawn 55 [5]</strong></p><p><strong></strong></p><p><strong>Agility 50 [4]</strong></p><p><strong></strong></p><p><strong>Perception 47 [5]</strong></p><p><strong></strong></p><p><strong>Intelligence 40 [5]</strong></p><p><strong></strong></p><p><strong>Willpower 42 [3]</strong></p><p><strong></strong></p><p><strong>Fellowship 42 [3]</strong></p><p></p><p></p><p>I haven't gotten too deep into this, but so far, I like what I see.</p><p></p><p></p><p>After a search, I see that a couple of reviewers have keyed on the same organizational issues I did. Not trying to beat a dead horse, and I don't think it makes Zweihander a bad game. But it lets me know I'm not entirely nuts/stupid. As for one of the organiztional "quirks", I can kind of see why they put the descriptions of Professions in the chapter after Character Creation. There are a lot of them. As I mentioned previously, each Archetype has 12 Professions, and there are "Expert Professions" , which bring the total to well over 100. That's a lot of variety, and, as I said earlier, it's all been done without tacking on a bunch of unbalanced and potentially un-playtested stuff to existing classes. Which brings me to my next point of comparison...</p><p></p><p></p><p>The sheer volume of different Professions reminds me of the "Archetypes" in Talislanta (Talislanta uses the term Archetype in much the same way Zweihander uses the term Profession).The two games have little to no technical similarity. But there are a similarly high number of character types you can play. Like Zweihander, none is too specialized, but insteada few unique features and abilities (along with several more common ones), which, along with the implied background, get you off to a good running start.</p><p></p><p></p><p>Some people might find this approach limiting, as both Talislanta's pre-generated "Archetypes" and Zweihander's Professions could find you playing a character with features you may not have selected for yourself. In Talislanta, it's because youre basically picking from a list of pre-gens. In Zweihander, It's because you're randomly generating your character. But to me they are similar, in that both start you off with a good foundation in both the mechanical and dramatic (the rest of the chapter on Character Creation has a lot of stuff that is heavily geared towards roleplay.</p><p></p><p></p><p>And, not being strictly class-based, that is to say, having a list of skills that are (mostly) commonly available to all characters, means that characters aren't "gimped" like D&D characters can be. You know, mages gonna mage, fighters gonna fight, and ne'er the twain shall meet. Now, I know that's an oversimplification of D&D, probably moreso of its newer editions, but there is a real wealth of options here.</p><p></p><p></p><p>I'm also comparing Zweihander to Talislanta because in both games, most of the options for Archetype/Profession fall outside of the realm of bog-standard fantasy tropes.</p><p></p><p></p><p>So, very cool stuff so far.</p><p></p><p></p><p>And what a damn big book. When the author sent my copy, he sent some bookmarks, and I'm glad he did (though there is one ribbon-style bookmark attached to the book already.</p><p></p><p></p><p>That's all I have for now.</p></blockquote><p></p>
[QUOTE="Some Dude, post: 7824380, member: 6980080"] [b]CLARIFICATION: AFTER SOME RESEARCH, IT SEEMS THAT AN INCREASE/DECREASE IN PRIMARY ATTRIBUTES DURING CHARGEN WILL AFFECT THE RELATED ATTRIBUTE BONUS. I HAVE UPDATED GÜHM'S ATTRIBUTES ACCORDINGLY. THEY ARE NOW: Combat 45 [5] Brawn 55 [5] Agility 50 [4] Perception 47 [5] Intelligence 40 [5] Willpower 42 [3] Fellowship 42 [3][/b] I haven't gotten too deep into this, but so far, I like what I see. After a search, I see that a couple of reviewers have keyed on the same organizational issues I did. Not trying to beat a dead horse, and I don't think it makes Zweihander a bad game. But it lets me know I'm not entirely nuts/stupid. As for one of the organiztional "quirks", I can kind of see why they put the descriptions of Professions in the chapter after Character Creation. There are a lot of them. As I mentioned previously, each Archetype has 12 Professions, and there are "Expert Professions" , which bring the total to well over 100. That's a lot of variety, and, as I said earlier, it's all been done without tacking on a bunch of unbalanced and potentially un-playtested stuff to existing classes. Which brings me to my next point of comparison... The sheer volume of different Professions reminds me of the "Archetypes" in Talislanta (Talislanta uses the term Archetype in much the same way Zweihander uses the term Profession).The two games have little to no technical similarity. But there are a similarly high number of character types you can play. Like Zweihander, none is too specialized, but insteada few unique features and abilities (along with several more common ones), which, along with the implied background, get you off to a good running start. Some people might find this approach limiting, as both Talislanta's pre-generated "Archetypes" and Zweihander's Professions could find you playing a character with features you may not have selected for yourself. In Talislanta, it's because youre basically picking from a list of pre-gens. In Zweihander, It's because you're randomly generating your character. But to me they are similar, in that both start you off with a good foundation in both the mechanical and dramatic (the rest of the chapter on Character Creation has a lot of stuff that is heavily geared towards roleplay. And, not being strictly class-based, that is to say, having a list of skills that are (mostly) commonly available to all characters, means that characters aren't "gimped" like D&D characters can be. You know, mages gonna mage, fighters gonna fight, and ne'er the twain shall meet. Now, I know that's an oversimplification of D&D, probably moreso of its newer editions, but there is a real wealth of options here. I'm also comparing Zweihander to Talislanta because in both games, most of the options for Archetype/Profession fall outside of the realm of bog-standard fantasy tropes. So, very cool stuff so far. And what a damn big book. When the author sent my copy, he sent some bookmarks, and I'm glad he did (though there is one ribbon-style bookmark attached to the book already. That's all I have for now. [/QUOTE]
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