This basic trilogy will be followed by a fourth book, the Mazes & Minotaurs Companion, which will offer a variety of options to expand the basic game.
But why a new version, you ask? And what does “revised” mean, anyway?
First, a word to all M&M veterans: it is still the same game! Nobles and priests, centaurs and sorcerers, cyclops and chimeras and, of course, mazes and minotaurs, they’re all here! The game system is the same too – except that we have streamlined, clarified and, well, revised a few things here and there, not to change the game but to make it better.
The formulas for calculating a character’s Danger Evasion and Mystic Fortitude have been modified. Danger Evasion is now a function of Wits, Skill and Luck (instead of Wits, Will and Luck), and Mystic Fortitude is now based on Wits, Will and Luck (rather than on Will, Grace and Luck).
The Noble class has been renovated, according to the rules presented in the Minotaur n°2.
Characters can now improve the two primary attributes of their class up to a score of 21 (vs. 20 for all other attributes); this possibility, which was formerly presented as an optional rule in the pre-2012 version of the M&M Companion, has been made a standard rule (and has logically been moved from the Companion to the Players Manual).
Chapter II: Combat
The rules on movement and action during combat have been clarified.
Chapter III: Magic
The rules on magic use have been clarified: it is now explicitly impossible to combine magic use with tactical movement.
All magical powers which operate from a distance now have a standard range equal to 10 times the magician’s magical talent, in feet. In other words, the more powerful the magician is, the greater the distance from which he can use his powers. This unified range will also make things easier to run and more intuitive for Maze Masters and players. The only exceptions to these new range rules are the sorcerous powers of Compelling and Enslavement, which require close eye-contact with the victim and operate at half the standard range (or, in other words, 5 times the Sorcerer’s Psychic Gift in feet). This half-range is also used for Lyrists who use their powers a cappella (i.e. without their trusty harp).
Elementalism: The effects of the Air powers have been modified and clarified.
Nature’s Gifts: The Nature’s Curse of Napaea and Heleads can now cause Will loss (melancholy).
Poetic Magic: The effects of the Song of Freedom power have been completely reworked and the supreme (and slightly dubious) magnitude 6 power of Song of Glory has been replaced by a far more Orphic Song of Prophecy, giving Lyrists a new form of oracular ability. In the short-lived 2011 Alternate edition of the Players Manual, this power had been replaced by a resurrecting Song of Life, which was eventually dropped in favor of Song of Prophecy.
Chapter IV: Adventuring
The rules for Feats of Strength have been slightly modified, allowing characters who have failed a feat to get a second (and final) chance if they succeed at a Physical Vigor saving roll.
The rules on advancement now include the formula for calculating the Glory award of Major NPC foes.