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John Keller
John Keller's picture
rules, swordschools

Zah to you all! How similar are the schools of sword to 1st ed? I know that they were based upon real-world systems of fighting, and cinimatically romanticized at that, and that is supurb for the setting. However, since the first edition, the study of Historical European Martial Arts has broadened. As a practitioner thereof, I was wondering if any research had been made in that direction for the game. This will not hinder me from purchase of the game, which I'll be making soon; I'm just curious.

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Wolfflin Huyghen
Wolfflin Huyghen's picture

Hi John!

2th Edition it's a really different game from 1st. So their name it's one of the more clear remains of the original 1st edition.

It's a much more abstract version so don't look in the game for any realistic system.

Salamanca's picture
Similarity begins and ends with the name and a single ability that approximates the key power of the school. Because that is all there is to a school now. No advancement, no levels, no maneuver restrictions. It is very much less than it was.
John Keller
John Keller's picture
Thank you for the prompt response, and for the warm greeting. I'm glad to hear that the fighting mechanics are more abstract; thusly, they can be as fanciful or gritty as desired without affecting the mechanics or being dragged down by them, which is thrilling for us story-teller types! What sort of stories have y'all to tell about swashbuckling in the world of 2e?
Darl Loh
Darl Loh's picture

Also a HEMA practioner/fan, although I have only actually practiced longsword. Other than the weapons used (and some adjuncts, cloak, dagger, buckler), the styles are not very historical, especially when compared to something that tries to be very historical like Riddle of Steel or Blade of the Iron Throne.

That being said, I think the overall rules structure makes it easy to incorporate HEMA into play. There are not set restrictions on what counts as a opportunity or consequence, or what those things actually do. For instance, one could easily have consquences or opportunities that deal with swordsmanship principles like tempo, line, distance, structure, etc. You could also set up consequences or opportunities that deal with the strengths and weaknesses of specific weapons in specific situations. For instance, a rapier isn't a great choice for a chaotic, packed, shipboard melee, but its great in an unarmored duel on city street. A cutlass is great for a shipboard melee, but at a disadvantage facing a rapier in a city street. Excepting a pistol, a dagger is perfect for a close quarters fight inside a moving stagecoach, but would be at a serious disadvantage trying to take on Zweihander wielding Eisen merc in the middle of a field. In any of those situations the GM could offer up consequences or opportunities that relate to the disadvantage or advantage of the PCs weapon without the need for complicated rules. It would just require a group that was interested in having that "realism" be a part of the play.

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