The Adventurer Conqueror King System play test document was recently updated. I've no idea what the particular changes were (it's probably in the forum), but I'm looking at this with fresh eyes (and eagerly awaiting my printed copy to arrive).
Things I've noticed this time (but but may or may not have noticed before):
- High Int is just as good for Wizards as High Wis is for Clerics. I've been using that as a house rule for ages and I'm happy to see it here.
- I didn't miss this the first time, but I am happy to see a game that gives options to demi-humans as far as classes go without giving them human classes. Dwarves can be Dwarven fighters or Dwarven Craftpriests and Elves can be Spellswords or Nightblades.
-Thief skills are rolled on a D20, not percentile based. Apples and oranges for some, but I like the D20 roll high method.
-Bard class is included. Yay!
-Character inheritance: for when your PC is dead and you planned ahead to replace him. Leave him a good amount of starting cash.
-Domain Rules - I really need to read these through. Damn interesting.
K, all for now.
The Egg of the Coot & The Demon Worm - Cha'alt/Godbound Campaign Commentary Session Report Part Ten - The Witch Coven of Garlghast & the Egregore set by Privateer Press (34035), make excellent substitutes for the witches of Egg of Coot. Cha'alt/Godbound c...
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