The 30th Anniversary edition was published in 2019 and is available in PDF and print on demand. ZiLa Games ran a Kickstarter Campaign in 2013 for this edition which was successfully funded. The 30th Anniversary Edition, at 364 pages, stays true to the 2nd Edition with only minor changes, but it also includes a bestiary and is a more complete game. The third edition was essentially a reprint of the second edition, this time published by Death's Edge Games. The second edition contains a number of edits, plus the inclusion of some new material, including two classes. Second Edition Main article: The Arcanum (1985) each field associated with one or two classes Spells can be learned outside one's class-based fields learning spells costs XP. Magic mechanics Spells per day equal to 1 + level each spell may be of any level up to half caster's own (round up) no spellbooks needed spells can be cast from books without damage to book lots of fields, few spells per field. The difficulty of a feat may modify this roll. Many actions are determined by saving throws, which in The Arcanum are made by rolling a d20, adding a relevant attribute modifier, and trying to make 11+. Additional skills can be bought with experience points. Skills usually rated by percentages, with a certain base upon aquisition that increases per additional per level thereafter. Skills are gained by class and level tables, with more advanced characters gaining greater capabilities. Damage: Damage is rated in dice, and subtracted from hit points to track injury. To defend: 1d20 + mods as to hit, for to-hit roll or higher.To hit: 1d20 + mods from stat, combat level, conditions, etc.Background: Provides additional skills.Characters are free to develop extracurricular skills, but their class is fixed, considered the result of years of training. Classes also determine combat training: highly skilled, skilled, or untrained. For instance, the Assassin class combines features of the Martial Artist and the Spy. Classes are considered either single-classed or dual-classed, with dual-classed characters requiring more experience points to advance. The available races are Humans, patterned after many ancient or legendary peoples Aesir, powerful giants who often exceed seven feet in height Andaman, beast-men created through magic Druas, mysterious black-skinned humanoids with an affinity for the mystical arts Dwarves, hardy miners and craftsmen Elves, eldest of the humanoid races Nethermen, crosses between humans and goblins and Zephyr, winged humanoids. Race: The choice of race sets maximum attribute levels, and may provide other benefits, such as bonuses to certain saving throws.A score of 10-11 is considered typical, with 18 being the absolute maximum for a human and 6 being the minimum for an adventurer. The Arcanum uses the attributes of Strength, Dexterity, Constitution, Speed, Intelligence, Willpower, Perception, and Charisma. Attributes: A pool of attribute points is randomly determined, then spent on attributes within racial limits.As a stand-alone game, it is a class-based fantasy role-playing game with an extensive skill system and in-depth treatment of magic that is the centerpiece of the game. The game is written to function as either a complete game system, a set of optional rules, or a sourcebook on magic and alchemy. 6 Relationship with other Bard Games products.
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