AW: HM 1 s HM 2
Hallo, ich kenne beides nicht, habe aber mal für dich gegoogelt:
3. What are the differences between 1st and 2nd edition HârnMaster?
Here is a brief summary of the most important changes so far between second and first edition HârnMaster (HM3 is merely an extension and or/refinement of HM2):
* Character pre-game generation and some appearance characteristics are not included in HMII (but could be added trivially).
* HMII has an optional rule for creating characters on a point system.
* The Touch and Speed attributes are removed, and Stamina is added.
* Endurance is now the average of Strength, Will, and Stamina.
* Players are now encouraged to select professions from a short list; the full table of professions is still available.
* Monthly skill development rolls are combined with an optional skill decline rule using Skill Maintenance Points (SMP’s).
* Fatigue, Injury, and Encumbrance are now counted in Levels, each of which is approximately equivalent to 5 Points in HMI.
* Since combat produces one Fatigue Level every 5 minutes, (longer than most battles), bookkeeping during combat is easier.
* Injury Levels are determined directly from the combat table, instead of requiring a separate die roll as in HMI.
* Weapon Attack and Defence Class is combined with Attack and Defence ML’s, eliminating two table lookups in combat.
* Each Convocation is now a skill with a separate Mastery Level (CML) and SB. Known spells are cast at CML-(spell level * 5), rather than being separate skills. HMII has an optional rule for spells as skills as in HMI.
* There are no special SB penalties for secondary, tertiary, and diametric Convocations.
* Spell research, learning a new Convocation, and becoming a Gray Mage are all changed to fit the new Convocational model.
* Initial CML depends on your Chantry’s quality rating.
* All spells cost the same amount of fatigue to cast, based on success level. CS: 0 FL, MS: 1 FL, MF: 1 FL, CF: 2+ FL.
* CML development depends on Skill Maintenance Points. Research, study, and *stressful* spell casting gives extra SMP’s.
* Divine Grace—characters with Piety Points greater than their Ritual ML are in Divine Grace which gives certain benefits. Dying without Divine Grace causes problems in the Afterlife.
* Optional rule that Piety Points can be used in prayer to directly alter EML on any single skill roll.
* Ritual ML for each deity uses different attributes and sunsigns.
* RML may only be increased by learning invocations, reading Holy Tomes, and stressful invocations.
* Cleric starting skills are adjusted.
* Starting clerics begin with Piety Points equal to WILx5.
* Ritual Invocations are no longer tied to Circles of Command.
* Invocations may be learned by anyone in the right circumstances.
* Ritual Invocations are no longer separate skills, though each must be learned separately. ML equals RML – (Circle x 5). An optional rule reverts to the HMI rule of separate skills.
* Ritual Invocations do not require Piety Point expenditure, though it helps. An optional rule sets Piety Point costs dependant on success level.
* Rules describing ethereals is expanded and clarified.
* New rules regarding the afterlife and fate of a character’s soul.
* The various church articles are tighter, with some new material.
* Each church is given unique Ritual Invocations.
* New rules for tribal religions.
Quelle:
H (scrollen)