ROLEPLAYING IN THE BRIGHT NOBILITY OF THE 41ST MILLENIUM
Prepare to venture forth with your bold companions into a world of heroic fantasy. Within these pages, you’ll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons the Dragoning game, and how to create adventures to show them the horrors and wonders of the Great Wheel.
Wars rage over airless moons, in the dark, twisted depths of hive worlds and in the cold waste of the Astral Sea. From the immaterial realm of the Warp, malicious entities send their unspeakable horrors to corrupt the universe. Terrible beings from the depths of ancient time awaken to begin their March. The Blood War between the forces of Law and Chaos leaves only ruin and death in its wake. Even the bastion of galactic civilization, Sigil, isn’t safe.
Things are now in alphabetical order. You would be surprised how long it took to do that.
Examples have been put in the book for Character Creation, Spell Combos, and Special Attacks.
A few things (such as the description of Raises and Checks) have been provided earlier in the book.
Specialties have been changed to just give +1 to the stat or skill when they apply, to make things less confusing.
Sizes changed to have 4 as human average. Halfings are 2, Elves are 3, Aasimar are 5, and so forth.
The Aasimar Racial ability starts them with Fearless and Jaded so they never need to spend XP on them.
Human Racial ability now gives you +100 starting XP.
Squat Toughness is now less broken, working as a once per scene reduction of hit point loss to 1.
Atlanteans made less weak. Their mechanics for recharging their resource point have been improved and they can roll twice for all Psychic Phenomena rolls and take either or both results.
What happens to a promethean with damaged limbs or a destroyed body is spelled out.
Promethean Alchemy has been replaced with an ability to recharge Pyros after taking E damage.
Vampires can now use parasols to protect themselves from the sun - the more frills the parasols have, the greater protection they give.
A Werewolf in Warform is slightly less rape.
Free Study has been added to the Classes section as an option between class choices.
Classes in general have been fixed a bit. Some have had skills added.
Several missing feats have been added.
Exalt Asset section has been re-done to stop having such a terrible layout.
Racial Feats now note the race they are for.
Psychic Phenomena now occurs when keeping exploded dice on an Unfettered test instead of when rolling doubles, thus making it less punishing to high-stat casters but also making the choice of risking Phenomena an actual choice.
Evocation spells now do real damage instead of wasting your turn.
Necromancy and Transmutation changed significantly. Wizards now get Necromancy, Clerics get Transmutation.
Special Attacks that use non-attack actions have been made more clear on what they mean.
Dots in the Artifact Background limited to 5 total during character creation.
Mithril Legs made less broken, no longer better than being Super-God.
Necrodermis weapons no longer impossible to parry or dodge, still immune to prayers and mercy.
Rolled dice over 10 now convert to Kept dice at a 2:1 ratio instead of 1:1, thus ensuring that future generations will still have kept dice to use.
Stunting not changed at all. Mentioning it here because no one uses it.
Healing Surge action added in. God help us all.
Monster sizes changed to go with the new average size.