Fantasty AGE 2nd Edition - What's different?

The second edition of Fantasy AGE is now available! I got the pdf as I was a play tester and I was granted access to a preview pdf two weeks before release. I have high expectations with this edition as a chance to revisit old mechanics and add improvements from the other books. In this post I will go through at a very high level pointing out what is new or different to the first edition in each of the book's chapters.

I hope you enjoy this review and let me know if you have any thoughts on Fantasy AGE subreddit

Chapter 0 - Introduction

  • Very similar in topics
  • Summary of change from first to second edition
  • Removed mention of Titansgrave (RIP)

Chapter 1 - Character Creation

  • Determining Abilities - a few differences in what is recommended
    • 2nd edition recommends starting with 13 advancements and allocating them as you wish to your ability scores as fits your character concept. All ability scores start at zero and you may take negatives if it fits your character but it does not allow you to spend more in other areas. This method was option 2 in the first edition and had a max of 10 across all scores.
    • 1st edition recommends a rolling table but this is offered as an alternative method. It is mentioned that you should have a total of 13 across ability scores however it does not mention how negative scores do not add to your total as in the recommended method, nor does it mention the max being 3. I feel there could be improvement of the wording here so the two methods are not contradictory
  • Ability Focuses
    • Accuracy - Slings (new)
    • Constitution - Tolerance (Drinking from 1st edition is removed, replaced by Tolerance)
    • Intelligence - Thieves Lore (new)
  • Ancestry (replaces Races from 1st edition)
    • Benefits table has been changed
    • 10-11 group from 1st edition is now split into two possible benefits
    • New ancestries
      • Draak (humanoid dragon, from Fantasy AGE Companion)
      • Goblin
      • Wildfolk (from Fantasy AGE Companion Beastfolk)
  • Class Advancements
    • Ability Advancement - is the same from 1st edition. There is still a concept of primary and secondary abilities where primary abilities are improved on even levels, secondary on odd levels. In Modern AGE the only restriction was not being able to pick the same ability for advancement back to back.
    • Defense Advancement - New to 2nd edition but was introduced in Blue Rose AGE and again in Modern AGE. This will be problematic in Fantasy AGE as pacing or HP bloat has not been addressed. Modern AGE was fine with "gritty" mode, but Fantasy AGE plays with "cinematic" rules.
    • Focus Advancement
      • remains the same, and with the same primary and secondary constraints enforced at even or odd levels
      • (New) Focuses are automatically +3 at level 11 (instead of +2)
      • (New) Focuses can be advanced again starting at level 11 which brings a new focus cap of +4 and not +3. This is a confusing rule change.
    • Health Advancement - small change only as level 1 hp is built with class selection. Otherwise hp advancement remains the same formula from level 2-10 (1d6+CON) and 11-20 just CON. This is the same as "cinematic" health from Modern AGE.
    • Stunt Advancement - same as 1st edition but shouted out as a kind of advancement. In 1st edition they were mentioned as part of the class level outline.
    • Specialization Advancement
      • Allowed to pick specialization at level 1 and all classes are allowed to pick additional degrees or specializations every odd level. 1st edition allowed at levels 4, 6, 8, 12, 14, 16. 10 total in 2nd edition, while 6 in 1st edition
  • Classes
    • Most class differences are in the pattern of advancements which fall into the following categories
      • Level 1
        • Starting class advancements and actions
      • Even Levels
        • Primary ability and focus advancements
        • Stunt advancements - these might be like stunt bonuses that classes sometimes got in 1st edition.
      • Odd Levels
        • Secondary ability and focus advancements
        • Specialization advancements
      • Levels 4, 8, 12
        • Envoy - additional focuses
        • Warrior - additional armor
        • Warrior - additional weapon groups
      • Level 6
        • add weapon focus to damage of melee or ranged attack
      • Level 6, 11, 16
        • Defense Advancement
      • Level 11
        • (New) focus bonuses improve to +3. This is in addition to advancing the focus a second for a total of +4 now.
      • Level 20
        • Epic Class stunt perk, same as 1st edition
      • Other class perks at various levels like 1st edition
    • Envoy
      • New class in 2nd edition, most similar to rogue.
      • Has unique extra focus options at levels 4, 8, 12 without restriction
    • Mage
      • some arcane blast class taken away
      • 1st edition "Power Blast" renamed to damage bonus and also has a +5 MP option
    • Rogue
      • Expanded rules on class action "Stunning Attack"
      • New "Vital Blow" class action which competes with "Take Aim" which means you cannot have both.
      • Removed "Quick Shot" from 1st edition
    • Warrior
      • Improve armor at levels 4, 8, 12
      • Additional Weapon Groups at 4, 8, 12
      • Expert Strike changed (is a 1d6 damage bonus like pin-point)
      • Veteran is now baseline level 6 ability for all classes

Chapter 2 - Basic Rules

  • Target Numbers - 2nd edition has an expanded table of various target number for flavor and statistical explanation. It explains TN in terms of modifiers and what would be 50% chance of success and what is 90% chance of success. The 90% directly maps to the new +4 focus maximum attainable at level 11.
  • Action Time - More descriptions of what major, minor, free actions are. 1st edition just laid them out.
  • Major Actions
    • All-Out Attack - Changed from +1 dmg bonus, -1 defense penalty to a an option to use your stunt die value to replace a damage die value however with an increased -2 defense penalty.
    • Charge - Changed to require at least 4 yards distance covered in order to get the +1 hit roll bonus.
    • Defend - Changed to grant +4 bonus defense instead of +2
    • Full Speed - New major action for chases
    • Heal - Change to provide a minimum of 1 HP healing on a success
    • Run - Change that limits you from either a run or a move (unless move is used under conditions like removing prone condition)
    • Stunt Attack - New and provides 2SP instead of 1SP compared to Modern AGE on a successful test, except that if you roll doubles, you get the greater of 2SP or the amount rolled.
  • Minor Action
    • Activate - More descriptive text for clarity of mechanic.
    • Guard Up - Changed to only provide +1 defense and no penalty. Cannot be used with Defend.
    • Move - More descriptive text for clarity
    • Press the Attack - Clearer text highlighting the need for a successful attack to use this action.
    • Stand Fast - Renamed from Stand Firm. Changed to only cost opponent 1 additional SP to perform the stunt, removed the opposed test.
  • Combat
    • New section summarizing types of movement and rough terrain (roughs terrain not covered in 1st edition)
    • New section summarizing melee and range attacks (with range weapon distance table)
    • New section summarizing damage type (normal, penetrating)
    • Moved section on cover which was much later in 1st edition, expanded descriptions
    • Moved section on attack rolls and circumstance which was much later in 1st edition
    • New "Conditions" section which in new from the Expanse AGE rules. Things like blinded, stunned, slowed etc.
    • Expanded "Death and Defeat" to illustrate more options than just killing or knock outs.
    • New "Attacking Objects" section which equates the size of an inanimate object and their TN to hit.
  • Combat Stunts
    • Boost (New) - add earned SP as +hit next turn. Completely brand new to any AGE rules
    • Grab (Melee) (New) - finally a grapple for Fantasy AGE and is not like Modern AGE rules. They may be a bit simpler but more reading and comparison needed.
    • Pin (Grabbed) (New) - a new follow up stunt with grab
    • Defensive Stance (Changed) - +4 defense until next turn, same as defend action changes, SP cost increased by 1SP.
    • Taunt - is now a social stunt see chapter 6
    • Threaten - is now a warrior class stunt see chapter 6
    • Set Up - is now an exploration stunt called "Assist" see chapter 6
    • Dual Strike - is now a warrior class stunt see chapter 6
    • Crushing Blow (New)
  • Battle Maps and Minis - a couple of pages discussing tactical maps and minis
  • Vehicles, Mounts, and Combat - more with vehicles
  • Rest - formerly Health and Healing but focusing on the rest.
    • Breath, Light Rest, Total Rest
  • Exploration Encounters - new section
  • Social Encounters - new section

Chapter 3 - Character Options

  • Ability Focuses
    • Improved listing of ability focus rules as bullet points
    • Accuracy - Slings (new)
    • Constitution - Tolerance (Drinking from 1st edition is removed, replaced by Tolerance)
    • Intelligence - Thieves Lore (new)
    • Double Focus - at level ll focuses increase from +2 to 3, and you can advance the focus again for another +1 to a total of +4
  • Talents
    • More text summarizing the different types of talent benefits
    • Journeyman has be renamed to Expert
    • New mage talent "Arcane Training" which seems to be the only talent which unlocks more spells than the regular arcana talent tiers.
    • Requirements are still variable
      • nothing
      • ancestry
      • class
      • weapon group
      • a focus
      • a class or a stat (eg Mage or INT 2, Envoy or COM 3)
      • a class or focus
      • an ability score of 1
      • an ability score of 2
    • Skipping individual talent differences for this review
  • Specializations
    • A text block stating that you can take a regular talent in place of a specialization, but only certain levels can attain certain improvements.
    • New specializations of note
      • Arcane Disciple - (New) Envoy/Rogue/Warrior, specialization to grant MP and spells
      • Aspect Warrior - (New) Rogue/Warrior, specialization to self buff given animal/nature theme
      • Mage Hunter - (Changed) now Rogue/Warrior
      • Mariner and Pirate - Any class
      • Marked - Envoy/Rogue/Warrior, tattoos give you buffs
      • Mystic Navigator - Any class, something in sailing in spooky waters
      • Necromancer - Mage
    • Heritage Specializations - divine, fey, infernal
    • Requirements used for specializations
      • 2 abilities at 2 and focus
      • ability at 3, and focus
      • nothing (class only)
      • 2 abilities at 2
      • ability at 2, talent, focus
      • ability at 2, focus, specific focus

Chapter 4 - Equipment

  • Additional text about armor and shields
  • No changes to armor values
  • Quick text section on escaping capture when tied up.
  • New Beast, Tack, and Harness section explaining economics of horses and carts

Chapter 5 - Magic

  • New section about learning spells, summarizing what each talent tier should give
    • two novice spells at novice, 1 expert spell at expert, 1 master spell at master
    • 1st edition only had 4 spells per arcana, expanded spell list demands a way to get more
  • Expanded description on how to cast spells
  • New "Spell Failure" in which a failed casting roll only costs half MP cost (down from full MP cost)
  • New "Pushing the Spell" which lets the mage spend additional MP equal to the difference between the spells TN and what you rolled. But also no stunts because of the failed roll.
  • Spell Stunts
    • Disrupt Magic - same except 2nd edition calls it an opposed roll, but it's versus a static spell power, which isn't an opposed roll unless the defender rolls too.
  • New optional Divine Magic section
  • Arcana
    • Each arcana now had 8 spells (4 novice, 2 expert, 2 master)
    • New Minor Arcana section
      • is minor action with no roll, 1 mp cost
      • basically "Arcane Lantern" from 1st edition

Chapter 6 - Stunts

  • Greatly improved layout of the section
  • Less large text blocks and more titled sections and lists of related aspects.
  • Reprints spell and combat stunts so you don't have to flip pages
  • Several 1st edition stunts have been moved into class stunts, or into exploration or social.
  • Class Stunts
    • Envoy - 12 stunts, basic social stunts cost 1sp less
    • Mage - 11 stunts, basic spell stunts cost 1 sp less
    • Rogue - 15 stunts, basic exploration cost 1sp less, basic combat stunts from a limited list cost 1 less SP
    • Warrior - 11 stunts, basic combat stunts cost 1 sp less

Chapter 7 - The Game Master

  • Modernization of GM techniques
  • Removed the “types of problem players” which is a nice touch to keep things positive and not assume players are bad.
  • Optional “Relationship” rules with some mechanical numbers

Chapter 8 - Mastering the Rules

  • Advanced test success threshold have been increased by between 2-5 in a unpredictable pattern
  • Challenge tests are new to FAGE
  • Chase rules are new to FAGE. there are 3 to 4 pages of chase content
  • Examples of hazards, increased damage for most categories
  • Horror Tests
  • New optional Peril system, which is Churn from Expanse AGE
  • New optional Daring system, which is serendipity from Modern AGE
  • New optional Fortune system, which is Fortune from Expanse AGE

Chapter 9 - Adversaries

  • Lots of things borrowed from the FAGE Bestiary
  • Categories of Folk, Beasts, Monsters
  • Customization qualities from Bestiary

Chapter 10 - Rewards

  • Advancement methods mentioned of milestones or xp
  • Instant XP rewards for players in the moment doing something exceptional in character (10% of the encounter based reward)
  • Magic items, artifacts, things from the other AGE books.

Chapter 11 - Breakwater Bay

  • 27 page adventure
  • 11 pages of setting
  • 13 pages of adventure
  • 2 pages of adversaries

Comments

  1. Very good article. It helped me decide whether or not get 2e. Thank you!

    Removal of "types of problem players" doesn't seem so good of an idea. Just because you don't talk about them it doesn't mean they don't exist - and now new GMs don't even have advice on how recognize and deal with them.

    Thanks again for the detailed breakdown of changes

    ReplyDelete
    Replies
    1. I only disagree with your opinion on problem players a little bit. I think those types of players do exist, but I think overall it is a negative attitude for centering the game. That is good content for a youtube channel or blog, but perhaps doesn't fit as well in the core rules. Thanks for your comment.

      Delete
  2. Thanks for your review and comments. I love the idea of specializations available at first level and the changes to the arcana.

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