<+KDavid> Who am I? Why am I here? I am K. David Ladage. I am a father, a systems analyst, an old-school gamer, a Navy veteran, and I happen to be the owner of the intellectual property known as Arcanum (or, if you prefer, The Arcanum).
<+KDavid> Some time ago… seems like forever ago now …I was going through my games and organizing things when I came upon one of my copies of The Arcanum (it was a copy of the 2nd Edition).
<+KDavid> I started thumbing through it and recalling some grand old times when I had played with that book as a supplement (to a long running AD&D 1e game) and later as a system of its own. I started thinking about it and looking online for a copy that was not so beat up.
<+KDavid> As I was searching, I drifted a bit and started looking for Stephan Michael Sechi, the guy that had written the game. He was not nearly as difficult to find as I had first feared.
<+KDavid> After a couple of brief conversations, I worked up the courage to ask him how much he wanted to the rights to the game. To my surprise, rather than tell me to take a long walk on a short pier, he was open to the idea.
<+KDavid> We discussed it, came upon a price point that worked for both of us, and contracts were mailed back and forth for us to sign.
<+KDavid> Eager to get started, I was taking notes and thinking about how to go about making a new and improved version of the game. That was when a couple of things happened:
<+KDavid> first, I discovered Kickstarter, and second, I decided that an Anniversary Edition was what I wanted to produce. Not so much a whole new game build on the foundation of Arcanum, but a cleaned up Arcanum.
<+KDavid> My first Kickstarter went… poorly.
<+KDavid> I was not in good control over the scope, and so I found that my work was drifting — many, many times — into whole new game territory. This caused delays, frustrations (both for me and for the people waiting for me to finish this thing). Add to this the fact that I had managed to hire people who took money but failed to deliver on their promises.
<+KDavid> This hurt a lot, as I eventually came to the conclusion that I needed to cut my (emotional and fiscal) losses. I took out a loan so I could refund every dollar that was pledged to me in that campaign. I made them whole, but it would be a long time before that campaign finished taking its toll on me.
<+KDavid> Granted, this was not the only thing wearing me thin. My personal life had taken a turn for the worse as well. I was in bad shape.
<+KDavid> It would be a long time before I could start diving into my notes and working on Arcanum again. I created a mantra: a new edition, not a new version. Anytime I started to drift, I referred back to my mantra.
<+KDavid> It may be a matter of semantics, but it worked for me. I reached a point where I was comfortable with the idea that I was almost done and that was when I launched Kickstarter, The Second Try.
<+KDavid> This Kickstarter went… better.
<+KDavid> I kept control of the scope of the project. I had a better idea of the sorts of funding I would need, and how to ask for it within the framework of the Kickstarter system. I even had a great plan to avoid getting an artist by re-using all of the old art from the original books (and supplementing it with some free art when needed).
<+KDavid> All was looking good.
<+KDavid> But I hit a snag. I was showing the PDF to a few people and they pointed out that the artwork looked fuzzy and washed out. I attempted to get better, cleaner scans of the art, but when I upped the resolution, I managed to get artifacts from the other side of the printed page…
<+KDavid> it was a losing proposition. Then, as if to pile on, I was informed by a few people that the old artwork was not very good anyway.
<+KDavid> I was hurt. I sighed. But I had to agree. It was not very good.
<+KDavid> The guys over at Ice Kingdoms pointed me in the direction of Cory ‘Shonuff’ Gelnet. I was scared of the idea of hiring someone again. But Cory seemed like a great guy and so I took the plunge.
<+KDavid> I explained the situation to the Kickstarter backers — that things were going to be delayed while I acquired all new art for the book. Some were not happy, others grumbled quietly.
<+KDavid> But in the end, nobody can deny that the book looks a thousand times better than it ever had before Cory put his mark on it.
<+KDavid> Things took too long. I had steep learning curves (both times). The 30th Anniversary was starting to look more like a Fortieth Anniversary. But after a lot of time (too much time) the game is released and available at DriveThruRPG.
<+KDavid> (yes, I had those written ahead of time to save on typing…)
<~Dan> Thanks, KDavid! The floor is open to questions!
<+Eainix> Tell me about the magic
<~Dan> I guess the most obvious question is: What is Arcanum?
<+Eainix> And races
<+Eainix> And core rolls lol
<+KDavid> What would you like to know about it (the magic)?
<+Eainix> Yea I’ve never heard of it til now but it sounds like my kind of fantasy system
<+Eainix> Well the drivethru page says an approach to magic that’s not been equaled since
<+Eainix> So what is it?
<+KDavid> Arcanum is a relatively rules-lite (think the old B/X, BECMI rules) system that delivers a d20-esque game.
<+Eainix> So roll d20 add skill?
<+KDavid> Magic is broken into nine-fields, each with a unique feel to it. Black Magic, for example, it freaking scary to go against. It feels as evil as it should. No other system I ahve ever played maked dark magical pratitioners as scary as they are in Arcanum.
<+KDavid> It is a Roll d20 in most situations (combat attack rolls, saves, etc.). It has some skills that use d% instead.
<+Eainix> Is it mana based or are we lookin at another vancian magic?
<+KDavid> But most of the d20-skills are ‘save-like’ in that you have a fixed target number (11+) and are working toward that.
<+KDavid> It is vancian (as it was highly influenced by D&D back in the day), but lacks the ‘prepare these three spells and forget them when you cast them” elements. You do not forget your spells, you only haveso much energy to work with. So it has a mana-esque feel to it sometimes.
<+KDavid> Races was asked about earlier…
<+KDavid> Aesir (giant-men), Andamen (beast-men), Dwarf, Elf, Gnome, Halfling, Human, Nethermen (half-goblins), Selkie (sea-creatures), and Zephyr (flying men)
<+Eainix> Ok back
<~Dan> Eainix: <+KDavid> Aesir (giant-men), Andamen (beast-men), Dwarf, Elf, Gnome, Halfling, Human, Nethermen (half-goblins), Selkie (sea-creatures), and Zephyr (flying men)
<+KDavid> Gnomes and Halflings are new to this edition (I got a lot of requests for wee-folk)
<+Eainix> Seems like a nice big spread
<+KDavid> I had to leave out one race from the old game because SMS wanted to maintain rights over it for Talislanta.
<~Dan> Which race was that?
<+KDavid> The Druas — a drow-like race that became a big part of the Talislanta world.
<~Dan> Ah, I see.
<~Dan> Were they the ones that became the Arianne?
<+KDavid> The Druas were, as I said, Drow-like. I managed to put in notes in the Elf write-up so that actual Drow are there now… so the Druas (although missed) are not as glaring an omition as they otherwise would be.
<+KDavid> In Talslanta, as far as I know, they are still the Druas — and ever will be. 🙂
<~Dan> Ah, did a quick look-up. I knew there was a connection. The Druas are Ariane wanderers. 🙂
<+KDavid> My son (Michael) loves the Andaman race. He is playing a Leopard Man in our current game.
<~Dan> How many types of Andaman are there?
<~Dan> (Howdy, JamesGillen!)
<+KDavid> Ah… not a lot of experience with Tal directly… played it once or twice back in the day… prefered Arcanum.
<~Dan> (Did you see my Andaman question?)
<+KDavid> Ah… missed that. There are many forms of Andaman. The ones listed in the book directly are:
<+KDavid> Lion-men, Jackle-men (Gnolls), Wolf-men, Leopard-men (Agioto), Tiger-men, and Panther-men.
<+KDavid> The book states that there are other types. Essentially, name a mammalian predator, and there is an Andaman-sub-race for it.
<~Dan> What are your Elves and Dwarves like? Do you give them any interesting twists, or are they pretty much what you’d expect?
<+KDavid> They are all, from a racial statistics perspective, the same. However, in a given game world, they would have differing cultures, of course.
<+KDavid> The Elves and Dwarves are what they were in the 2nd and 3rd editions of the game — pretty standard. I have added (as I said) notes on Drow to fill the Druas-gap. But they are easily grasped if you have any fantasy experience at all.
<~Dan> What is the tech level of the setting? Is it your basic Medieval fantasy world?
<+KDavid> The default setting, originally, was an Atlantean setting (which was fleshed out in two other books: The Bestiary and The Lexicon). This setting is a fairly standard medeival-level of technology with a lot of philosophical differences (i.e., the impact of a magic using populous).
<~Dan> (Howdy, El_Squido!)
<+KDavid> The 30th Anniversary Edition has no default setting (since that material is owned by Khepara Publishing). But the default information (e.g., weapon charts) are medieval fantasy.
<~Dan> Can you say a bit about those philosophical differences?
<+KDavid> In the old Atlantean setting, there are hints of things that are well before their time–concepts that are brought on by having a magic using populous. Some of the material suggested (without coming right out and saying it) that a lot less land was needed for crops, for example. Was this because the world had Druids?
<+KDavid> Who knows. The only books ever published for the setting were the Lexicon and the Bestiary. Both of these books gave a lot of great information, but left a lot to the imagination of the reader. It was a setting that you could drop about anything into and it would work.
<+KDavid> Did you want a nation of musket-wielding people? You could have put it in there without disrupting much of the setting at all.
<~Dan> Good to know.
<+KDavid> It really is a shame so few books were written for the system and the setting. I would have loved to have seen more.
<~Dan> You mentioned the original version having the bestiary in a separate book… Does this edition include its own bestiary?
<+KDavid> In fact, I am hoping to write a lot more. I am working on Advanced Arcanum — all of the things that were out of scope for the core book — right now. I am hoping to convert an old setting of mine (Umbragia: Realms of Shadow) to use this system.
<+KDavid> And so on.
<+KDavid> In order to make this a complete RPG, I spoke with the owner of Khepara Publishing and we came to an agreement.
<+KDavid> As a result, the 30th Anniversary Edition has a Bestiary Chapter (chapter 6) which includes a *lot* of beasts and monsters. It runs from page 247 to page 320.
<~Dan> Wow… About how many monsters is that?
<~Dan> (Howdy, Pascal!)
<+KDavid> Still, what Fantasy RPG cannot use a few more monsters? Advanced Arcanum will have some more.
<+KDavid> Well, I have not counted… but…
<+KDavid> The Animals section has 150 listed…
<+KDavid> The Beasts have about 25 stat blocks, and 5 templates that can be applied…so about 125 potential creatures there…
<+KDavid> Constructs has all of the golems, living statues, machina….
<+KDavid> Elementals have 8 listings — 4 basic elementals, and 4 ‘true’ elementals…
<+KDavid> Giants includes 14 types of giant from Aesir (as a monster) to Titans…
<+KDavid> Humanoids include the playable races as well as goblins, makara (shark men), and Tritons…
<+KDavid> A section on how to handle Lychanthropy is given…
<+KDavid> The Outer Planes has dozens of demons and devils…
<+KDavid> … and the Outer Planes has many Celestials and Sentinels…
<+KDavid> Spirit Creatures includes six forms of spirit in 5 size categories each…
<+KDavid> Undead covers a gamut of corporeal and incoprporeal beings to re-kill…
<+KDavid> And like I said… I plan to add more in Advanced Arcanum.
<~Dan> Wow. That’s pretty impressive.
<~Dan> Do you have any particular favorites among the creatures? Anything you’re particularly proud of?
<+KDavid> Thanks. That was a fun chapter to write. I had to come up with my own system for creatures, since I could not use the one from the original Bestiary.\
<+KDavid> I have a few that I had fun writing (such as creatures from Heraldry like the Enfield and the Freybug)
<+KDavid> But the section I am most proud of is the Outer Planes (Upper) — Celestials and Sentinels are my favorite section. They are powerful creatures of Law and Good… but frightening in their single-mindedness.
<~Dan> I note that you said “Law” and “Good”…. Do you have an alignment setting?
<+KDavid> The Demons were fun. Especially the common demons, as I made them hordes of mis-shapen creatures with (almost) completely random capabilities.
<+KDavid> Arcanum’s biggest influence was, obviously, Dungeons and Dragons. As such, it includes (as a default) a 4-alignment system: Lawful Good, Lawful Evil, Neutral, and Chaotic. This, obviously, suggests the other alignments on the two axes of Law-Chaos/Good-Evil. So yes, the alignment system is there.
<+KDavid> However, the rules specifically state that unless you are a Priest, Paladin, or other highly religious character, then this is something you do not have to worry about much.
* ~Dan nods
<+KDavid> In other words — it is there when you need it, and invisible otherwise.
<~Dan> (I need to step away for just a minute. brb!)
<+KDavid> No problem.
<~Dan> Is this a class-based system?
<+KDavid> Any of the Idlers have questions, or are they really there?
<+KDavid> Yes, this is a class-based system. But Arcanum was a bit ahead of its time.
<~Dan> Hard to say, to be honest. The Mibbit client kicks people into “Idle” mode pretty quickly if they don’t say anything.
<~Dan> How so, re: ahead of its time?
<+KDavid> There are some 39 classes (called professions) in the game. Each is defined by its combat training (Untrained, Skilled, Highly Trained), magical training (0, 1, or 2 magical schools), and the skills they learn as they advance.
<+BryanDonihue> So what is the next step/path for Arcanum? Where to from here?
<~Dan> (By the way, BryanDonihue here is tomorrow’s Q&A guest. 🙂 )
<+KDavid> Those skills are usually things that more than one class can learn. For example, both Hunters and Druids have Animal Languages as a class-related trait.
<+KDavid> Many skills are available to any class as long as they want to spend the XP for them. You will advance slower (obviously), but you can learn skills outside those that your profession normally teaches.
<+KDavid> So a profession is not a strict thing in all cases. It provides a framework and default skills… but you can learn most any skill you like outside of that profession (within limits — you can only have a number of extra-curricular skills equal to your INT score).
<+KDavid> This goes for spells as well. A spell-caster can, using the extra-curricular skill rules, learn a spell that is outside of their college of magical study. Makes for some truly customizable characters.
<+KDavid> Brian — the next step is Advanced Arcanum — a book that will include many of the ideas that came up but were outside the scope of an Anniversary Edition/
<+KDavid> Then, I want to convert my old campaign world to the system and publish that: UMBRAGIA: Realms of Shadow.
<+KDavid> I also want to create some things Arcanum has never had — adventure modules, for example. But that is a bit down the road. After all, I am only one man. 🙂
<+BryanDonihue> All that sounds awesome. I may have missed it, but in broad strokes, what do we have to look forward to in the Advanced Arcanum?
<+KDavid> Chapter 1: Characters will include some new professions, including a way better handle commoners (non-adventuring types).
<+KDavid> It will also have some notes on attributes that go beyond the uses they have in the core rules (absolute minimums, low-attribute modifiers, etc.) All things suggested by the rules, without the rules ever going there.
<+KDavid> It will also have a random NPC generator… with almost 40 professions, quickly generating an NPC can be daunting. This should help.
<+KDavid> Chapter 2: Skills will go into some detail on adjudicating skills and creating such things as a Master Blacksmith (something the core rules does not handle very well).
<~Dan> (Welcome to #randomworlds, Shonuff_Cor!)
<+KDavid> Chapter 3: System Rules will have some combat options (such as gridded/miniatures based combat, critical hits, etc.)
<+KDavid> Chapter 4 will have some more options for spell-casters. I am planning more spells, but the core rules has over 500 already, so I may shy away from that. Not sure yet.
<~Dan> 500? Wow.
<+KDavid> Chapter 5: Advanced Practices will have a details cost analysis of the Alchemy and magical concoction systems. A look at just how much does it cost to make these things. The core rules has very generalized generic prices for completed concoctions, but has detailed rules on the costs of hte materials needed…
* +Shonuff_Cor waves
<+KDavid> …to make them. So I get out the spreadsheet and check to see that all of these costs make sense.
<+KDavid> Hi Cory!
<+KDavid> Chapter 6: Bestiary will have more critters.
<+KDavid> Appendix A: Equipment will have a lot more equipment options. I am not thinking this will become “…and a 10-Foot Pole” — but I would not mind a lite version of that book in this one… 🙂
<+KDavid> So far… those are my notes on the subject. More things will come up as we delve into it further.
<~Dan> Is Shonuff_Cor from the Arcanum FB group?
<+KDavid> And by “we” I mean me. With the help of a few people that have been kind enough to share their ideas with me.
<+BryanDonihue> That sounds great, KDavid
<+KDavid> Shonuff is, unless I am mistkaken, Cory — the Artist for the book.
<~Dan> Oh, cool! Glad to have you here, Shonuff_Cor. 🙂
<+KDavid> Thanks, Bryan.
<+Shonuff_Cor> its me. the same. just here to support David and the book.
<~Dan> Do you have a character sheet we can see?
<+KDavid> Let me get the link… just a sec.
<~Dan> Shonuff_Cor: Awesome. I hope you enjoy your visit and that you’ll feel free to hang out here whenever you like. 🙂
<+KDavid> (Link: http://zila-games.com/wp-content/uploads/Character-Record-Sheet.pdf)http://zila-games.com/wp-content/uploads/Character-Record-Sheet.pdf
<~Dan> I see you have plenty of room for spells. How many spells do characters start out with?
<+KDavid> A first level spell-caster has all of the Level I spells of his or her college; if her or she has two spell colleges, that is all of the Level I spells of both. Most colleges have 8-10 spells. So a character may start with knowledge of some 20 spells.
<+KDavid> However, they are limited to being able to cast no more than 2 spells per level of ability. Thus, if you are a 10th level Magician, you can cast no more than 20 spells per day.
<~Dan> That’s pretty respectable. Certainly more functional than a 1st level D&D caster.
<+KDavid> In general, yes. Especially since I could have a Magician with skill in Longsword… granted, I would not be as good as the Warrior with that weapon, but I could learn it.
* ~Dan nods
<~Dan> What sort of system do you use for armor? AC or damage reduction?
<+KDavid> Arcanum uses Armor as Damage Reduction. This ranges from unarmored (0 points of damage reduction), to Full Plate (6 points of damage reduction). This can be increased by magic, of course.
<~Dan> What is the human attribute range?
<+KDavid> Considering a longsword deals 1d10 damage, it means that Full Plate will completely stop it 60% of the time.
<+KDavid> Humans range from an attribute score of 6 to 18, with 12 being the mean.
<+KDavid> That is for adventuring characters. Non-adventuring characters can go below 6 in the core rules.
<~Dan> Are they randomly rolled?
<+KDavid> Yes and no. 😀
<+KDavid> You get 2d6+100 points to divide into the eight attributes.
<+KDavid> As an adventuring type, you have a minimum of 6 points in each attribute — so there are 48 of your points right there.
<+KDavid> Each profession has certain attribute minima. You will need to spend at least that number of points in that attribute. For example, Warriors have a minimum Strength score of 12.
<+KDavid> Each raced has certain attribute maxima. You cannot spend more than this on that attribute. For example, an Andaman has a maximum Intelligence score of 14. You cannot spend more than 14 points in Intelligence.
<~Dan> How strong are the Aesir?
<+KDavid> Once you are done, any attribute in which you have spent the maximum, you need to roll a d10. On a 1, you can keep that score. On a 2-10, you lose one point and are reduced to the next highest non-maximum score.
<+KDavid> Sorry. Dropped of there for a sec.
<~Dan> No problem.
<+KDavid> What was the last thing I types in?
<~Dan> <+KDavid> Once you are done, any attribute in which you have spent the maximum, you need to roll a d10. On a 1, you can keep that score. On a 2-10, you lose one point and are reduced to the next highest non-maximum score.
<+KDavid> For example, if I am making a Human Warror, and I assign 18 to my Strength, I need to check it. If I roll a 1, I keep the 18,otherwise I lower it to 17.
<~Dan> What was your thinking behind that?
<+KDavid> I seem to recall a question about Andaman Strength. They have a maximum of 18. They can reach 19 in Dexterity, however… 🙂
<~Dan> Oh, I asked about the giants. I was thinking you’d said they’re the Aesir?
<+KDavid> This is a rule that is a hold-over from the earlier editions. It is meant to ensure that, even in the adventuring community, the maximum score is rare.
<+KDavid> Aesirt have a maximum Strength score of 19 (Dexterity is limited to 14, however).
<+KDavid> Aesir are the smallest of the Giant Races. Titans, for example, are typically Strength 24-25.
<~Dan> Are there any racial restrictions on professions?
<+KDavid> Yes. I broadened them a bit in this edition. But yes, only Humans have access to all professions. Aesir, for example, can be Corsairs, Gladiators, Hunters, Necromancers, Priests, Rogues, Shamen, and Warriors. That is 8 of 39 professions.
<~Dan> You touched on this earlier, but can you describe how combat works?
<+KDavid> The system is relatively simple.
<+KDavid> Attacks are resolved on a 20-sided die.
<+KDavid> Roll d20 and add any combat bonuses you have (profession and/or skill based, magical, etc.)
<+KDavid> You score a hit on a total roll of 11+.
<+KDavid> Combat Ratings grant bonuses on the to-hit roll. Untrained professions get no bonuses. Skilled professions get +1 per 3 levels (i.e., 3, 6, 9, etc.). Highly Trained professions get +1 per 2 levels (i.e., 2, 4, 6, etc.).
<+KDavid> Characters are allowed a defensive tactic each combat round.
<+KDavid> Depending upon teh defensive tactic taken, teh character can attempt to avoid the attack in different ways:
<+KDavid> Dodge, and the character can attempt a Save vs. DEX to avoid the hit.
<+KDavid> Parry, and the character can use their combat bonuses defensively to avoid the hit.
<+KDavid> You are limited to a number of defensive maneuvers equal to the number of attacks you can make. Obviously Highly Trained characters can avoid more attacks than Untrained characters, at higher levels.
<+KDavid> If you hit, and it is not avoided… then you can roll damage. Reduce the damage by the protection offered by your armor.
<+KDavid> The system is Hit Point based, so works as you would typically think it would.
<+KDavid> The base system has no gridded/miniatures combat rules. This was written when RPGs were Theater of the Mind.
<+KDavid> I plan to include a grid/mini system in the Advanced Arcanum.
* ~Dan nods
<~Dan> Simple enough.
<~Dan> Can you describe the magic system?
<+KDavid> I have covered a bit of this, but sure!
<+KDavid> A character that is in a profession that practices magic can cast 2 spells per day per level of ability.
<+KDavid> Spells take some time to cast, so only the most basic spells can be cast in combat — Level I spells. Anything else takes too long to be effective at the speed of combat.
<+KDavid> Each spell has its range, duration, etc. described. So if you are casting outside of combat, it is fairly easy to know what is happening.
<+KDavid> In combat, those spells that can be cast, are powerful, but not overly so. Most attack spells, for example, deal 1d4 damage per level of ability of the caster… so the spell scales with the caster. In this way, the spell is never one that becomes replaced with something else… it is always useful.
<~Dan> Nice touch.
<+KDavid> 1d4, by the way, it about the damage of a dagger. So this is respectable. And with the scaling,comes in handy later on in the character’s career.
<+KDavid> The level of spell being cast is not a consideration when it comes to how many spells pr day can be cast. This is another side effect of the scaling each spell has.
<+KDavid> The level os the spell is a consideration when it comes to what spells a character can possibly learn (or even cast from a scroll). In general, every two levels gained increases the ability to learn a new level of spells (i.e., levels 3, 5, 7, 9, etc.)
<+KDavid> Spells range from Level I to Level VII. At level 15, the core rules lists the ability to cast spells that are: “Obscure, Ancient, Original”
<+KDavid> I am hoping to explore the Obscure and Ancient spells in Advanced Arcanum. But I want to do it right. If what I come up with is not as good as I hope… I will skip that altogether.
<~Dan> How powerful does magic get on the high end of the scale? Is there anything comparable to D&D’s Wish spell, for example?
<+KDavid> One of the areas of magic that gets a lot of text in the rules is Summoning spells (be that actual Summoning, or Evocation, or Invocation). Each of these approaches to gating in creatures from other worlds is handled just differently enough to feel like a very different …
<+KDavid> …philosophy of spell.
<+KDavid> Summoning spells include rules for creating a circle of protection and a thaumaturgic triangle to contain the summoned creature, the process for sealing a pact with the summoned creature, and so on. It is really fascinating to read, and to play. 🙂
<+KDavid> But if I had to give one and only one point about magic in this system it would be that each college of magic feels very different from each other college of magic.
<+KDavid> Black Magic is, quite simply, evil.
<+KDavid> Astronomy is a magical practice that draws from the astrological signs, planets, etc.
<+KDavid> Sorcery feels like a scientific application of magical energy…
<~Dan> Does Black Magic have a spell called Speak During Movie?
<+KDavid> Divine Magic feels like power from beyond… and so on.
<+KDavid> I think Speak with Dead is as close as it gets. 😀
<~Dan> Sorry. I’m in a goofy mood tonight, it seems.
<+KDavid> No problem. Thanks for hanging out with me.
<~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
<+KDavid> I often speak of the ways that this game was ahead of its time, but not quite ahead enough.
<+KDavid> Appendix Z is my notes on the game, and it goes into some detail about the things I altered, the things I left alone, and so on.
<+KDavid> But I still believe that everything from Common Abilities (effectively skill-use defaults), the fact that the game uses a unified Experience Point chart (one chart to rule them all) rather than having a different XP chart for every class… and so many other things…
<+KDavid> All of these things add up to a game that shoudfl have gotten a lot more attention and love back in the day. I can only hope I do this gamer justice and can get it into the hands of a few people that would otherwise not have seen it.
<+KDavid> So that is about it. That is Arcanum. If you are reading this… check it out. You might be surprised by what you find.
<~Dan> Thanks for joining us, KDavid!
<~Dan> Standard reminder: If you’ve enjoyed this Q&A and would like to tip me with a coffee, you can do so here: (Link: https://ko-fi.com/gmshoe)https://ko-fi.com/gmshoe 😀
<+KDavid> Anytime. Perhaps when I get Advanced Arcanum ready, I will be back.
<~Dan> Great! You’re always welcome.
<~Dan> Now if you’ll give me just a minute, I’ll get the log posted and link you. 🙂
<+KDavid> Sounds good.