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Lots of new tweaks and rules additions:

  • Added a section on Codex (Arcane) Magic
  • Added an Alchemy system
  • Added a section on exploring a region
  • Added a section on terrain types and how they might affect overland travel
  • Added a Dungeon Shifts section
  • Added Social Check modifiers to NPC reactions
  • Added surprise rules to encounters
  • Packages now grant 3 items each and are the standard means of equipping PCs.
  • A few careers were changed.
  • There are now 7 different types of armor pieces that grand 1 AP each. Wear as many of them as you want for a max of 7 AP. Allows for customizable, piecemeal armor.
  • Weapon listings have been simplified.
  • The first four items slots are now "ready slots"
  • Injuries do not "fill" item slots by default.
  • The process of making checks hasn't changed but has been heavily rewritten to make it more transparent.
  • Modifiers are still +/-5 by default but can tweaked by the GM
  • Simple x-in-6 checks have been added
  • There are now 6 different initiative systems to choose from
  • Critical hits now add an extra damage die rather than a maneuver
  • Weakness and resistance add or subtract a damage die
  • Maneuvers now use a much more elegant and flexible system I found around the blogosphere

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Comments

Anonymous

Looks very promising! Thanks for update, Ben. Will Knave 2e published under same license as Knave 1e?

Anonymous

Awesome work, as always! Looking forward to watching this develop. It looks like armor/weapon quality has been removed, unless I missed it. Is it gone?

Anonymous

So if you hit say a ooze with a Warhammer and it has resistance it would deal 0+modifier damage unless you crit?

Anonymous

How does Armor interact with Item Slots? 1 and 2 are held in hands, 3 and 4 are considered 'ready slots.' Is Armor included in the 5-20 range? Also, I love that some items are easily reached an others not so much, the d20 roll is awesome!

Anonymous

I really like some of the new ideas! My only question is regarding hit dice and healing. Am I right in understanding that when you level up, you gain a new d6 to roll when resting to regain HP, but you don't re-roll HP immediately? And if you rest at a haven and roll your hit dice, you always take the new highest total as your new HP moving forward? In that case, is there anything to stop PCs from just staying in town and resting night after night until they roll the maximum number on their hit dice before dungeon diving? Knowing my players, they would totally abuse that!

Anonymous

Would it be adding too much complexity or fiddliness to only allow an HP reroll/increase when a PC has either a) recently leveled up or b) is not currently at Max HP. This would prevent repeated HP re-rolls to try and maximize HP without doing a spot of adventuring first. The even simpler (but more boring) solution could be to only allow hit dice rolls for HP when leveling up, and that's that. Just some suggestions. I'm loving this system so far!

Anonymous

I also wanted to mention that I REALLY like the numbered slots for inventory. I've already stolen it to use in my Basic Fantasy campaign. One aspect of it I really liked, which I didn't notice until I started using it, is that you can not only use the numbered slots to indicate ease of access (rolling over the item number on a d20 to access it on the fly) but you can also use it for tracking which items, if any, are damaged by something like a fireball. You could roll a d4 to randomly pick which ready or carried item is affected, or a d6, d8, etc to randomly pick items that are "deeper" in the inventory. Or you could just have the first "flammable" item in the inventory lineup be affected. Lots of possibilities!

Anonymous

I like a lot of what I see here, but I had a question about the monk/brawler archetype. It says that having empty inventory slots will do low damage, but allow for combat maneuvers. However, the rule for combat maneuvers states that the defender gets to pick whether to suffer the damage from a successful attack or to suffer from the combat maneuver the attacker proposes. If a monk/brawler is doing low damage, wouldn't it make the defender more likely to accept the damage and less likely to accept the combat maneuver?

Anonymous

Yeah I would be reluctant to lose the Monk. I loved how the empty slots = bonus to unarmed attacks and the utility role of using these high hit chance low damage moves. I thought it was pretty well balanced with the likely being an unarmored frontliner and rewarded smart play which really felt like what OSR is all about.

Anonymous

Whilst I liked the draft v1 rules for a critical hit where 21+ is an do both damage and an additional effect (and how it tied into unarmed characters doing less damage but with a higher chance to hit). I *absolutely love* the new maneuver rules of "After a creature rolls for damage, they can propose a maneuver. The defender may choose whether to accept the maneuver or take the damage" - I think this is the single best cinematic combat rule I've ever seen.