esmale
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to ChimeraRPG
Some of you have heard inklings of Chimera 2.0. These inklings are not
rumours. Here's the skinny:
Long story short, back in September (2007), I was working on the
"Powers and Paranormals" supplement for Chimera 1.x. As I progressed,
a number of ideas came to me about streamlining this or that aspect of
Chimera's mechanics--new traits, a better action roll method, and a
more modular model for creating characters. These new concepts seems
more like a revision than a new supplement, so I began reworking
Chimera to see if it was worth a new version.
The answer was yes--there were ways to improve Chimera 1.x, making it
faster for players and more flexible for GMs. There was also troubling
news from Wizards of the Coast (WotC): 4th Ed. was coming out and with
it would be changes to the OGL (under which Chimera 1.x had been
published). The end result is a significant revision of Chimera, and
version 2.0 is due out in May 2008.
So, big question: what's new with Chimera 2.0? Glad you asked:
* 6 character attributes: STR, INT, WIL, DEX, CON, and CHA
* Attributes are assigned (not rolled) as Primary, Secondary, and
Tertiary; each characters gets one Primary, two Secondary, and three
Tertiary attribute slots
* Action rolls are based on how your attribute is assigned; e.g.,
Primary attributes have a target number of 12, secondary attributes
have a target number of 16, and tertiary attributes have a target
number of 20 (e.g., if you attempt an action with your primary
attribute, your target number on a d20 is 12)
* Classes are built with kits, each kit is a collection of related
skills and traits. Frex, the Woodsman kit includes the outdoor skills
and traits; the Wizard kit includes spell-casting and knowledge
skills, etc. Each kit is an archetype and you can combine them however
you like to customise your PC
* Each kit is assigned a base XP value--the sum of all kits selected
determines how much XP is required to advance a level
* Each kit also has a unique trait that only that kit can improve
* Traits are more streamlined, broken into Adaptations, Perks, and
Flaws. They follow a standard pattern so its easy for GMs to invent
new traits for their campaigns
* Powers are more "basic", so instead of converting the SRD spells
(which are largely redundant), Chimera powers are more flexible--but
they're still divided into schools, or disciplines
* Combat is faster--still working out the damage/wound mechanic, but I
guarantee it'll be quicker to resolve and more dramatic during play
* Complete "builders" for new character kits, races, monsters, traits,
armour, weapons, and equipment
Overall, Chimera 2.0 promises to be more flexible and modular than
1.x. The format will also be more flexible: there will be the Quick
Start guide (available free), the Core System (a single rules volume),
and multiple encyclopedia-format supplements. By that, I mean each
supplement will be a self-contained "article" instead of a full-blown
rulebook. This format makes it easier for us to publish new material
faster and it's less expensive for consumers because they can buy just
the individual (low-priced) articles they want to supplement their
Chimera campaigns.
The proposed pricing structure is something like this:
* Quick Start: FREE
* Core System: $9.95
* Supplements: $1.95 - $4.95, depending on page count
Of course, those who've already purchased the Core Rules for 1.x get
the 2.0 version free, and we'll probably include our first supplement
on Powers to sweeten the deal.
Anyway, that's the nutshell, unofficial version of the announcement.
Questions, comments, and suggestions welcome. Thanks, too, for playing
Chimera--I hope you are enjoying it!
Cheers,
-Erin