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6/16/2025, 6:55:33 PM
>>95883241
>>95882967
>>95882477
>>95882435
https://rpg.stackexchange.com/questions/35072/main-differences-between-the-1st-and-2nd-editions-of-unknown-armies
>The biggest difference by far is that the 2nd edition is organised into three distinct sections according to the power level you wish to play at. Character creation has also been tweaked so that starting characters also scale according to the power level
>Significantly extended background setting information, with plot hooks liberally scattered through the whole book
>Additional character creation steps/options including the addition of Trigger Events and Paradigm Skills
>General rules were tweaked, including rewriting the initiative system, adding 'fuzzy logic' skill checks, additional combat modifiers and martial arts rules, and a new experience system
>Thaumaturgy was added, as well as new rituals and artifacts
>Proxy magic and tilts were updated
>Five more schools of magic
>Six more avatars
>Additional resources for GMs to assist with the design and running of campaigns
>In addition to the main points above, there are numerous smaller changes, for example the removal of the terms BOHICA and OACOWA, which were replaced with Fumbles and Crits respectively.
>>95882967
>>95882477
>>95882435
https://rpg.stackexchange.com/questions/35072/main-differences-between-the-1st-and-2nd-editions-of-unknown-armies
>The biggest difference by far is that the 2nd edition is organised into three distinct sections according to the power level you wish to play at. Character creation has also been tweaked so that starting characters also scale according to the power level
>Significantly extended background setting information, with plot hooks liberally scattered through the whole book
>Additional character creation steps/options including the addition of Trigger Events and Paradigm Skills
>General rules were tweaked, including rewriting the initiative system, adding 'fuzzy logic' skill checks, additional combat modifiers and martial arts rules, and a new experience system
>Thaumaturgy was added, as well as new rituals and artifacts
>Proxy magic and tilts were updated
>Five more schools of magic
>Six more avatars
>Additional resources for GMs to assist with the design and running of campaigns
>In addition to the main points above, there are numerous smaller changes, for example the removal of the terms BOHICA and OACOWA, which were replaced with Fumbles and Crits respectively.
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