Wednesday, April 17, 2013
Random Thoughts When Rereading S&W Complete - A Brief Pseudo Let’s Read
Between the multiple attacks against 1 HD creatures, parrying, and the exclusivity of strength bonuses, Fighters have actual class specific abilities. Wow. This took a bit to sink in. Not familiar with the older edition rules, but if this was how they had it, later versions are regressions in design. In that case, 2E and 3E (more feats don’t count, especially as other classes have more class specific feats than the Fighter) have some explaining to do.
Paladin’s don’t have spells. That took a double take. I’ve grown used to Paladins with eventual spell access. They have the same experience table as Fighters, so it evens out. A similar modification could make an interesting variant for 2E Paladins.
More so than with the other classes, the Ranger seems to come prepackaged with an implied setting and it’s awesome flavor that recalls Tolkien’s Numenoreans and Rangers in the LotR, yet non-specific enough to be easily adapted. It can readily invoke post-apocalyptic, sword & sorcery fantasy with no effort. They have the steepest experience progression but get numerous skills and abilities for the cost. There is something very appealing about the implied history of the S&W Rangers.
I found Races section remarkably short but still provided enough to relay the flavor of the race mechanically. I’m still unused to the lack of the stats skewed towards their iconic niche. Those provided a way to gauge the race with a quick glance. Designing races within the light rules may actually be a challenge compared to what I’m used to.
Overall, the Complete version is like 2E (the oldest system I’ve played) without the optional rules (i.e. proficiencies). There’s minimal conversion required. With any experience with pre-3E games (or even post- due to the brief rules), S&W really is a pick up and play game.