Here's the basic scoop, though I may have forgotten something:I'm glad to see a lot of these changes, particularly the addition of the multiple saving throws. Taken together, many of these things bring S&W much closer to OD&D than any of its existing versions. Just how close I can't say without seeing the additional text, which I hope will be made available as a free text file as was done in the past. Looks like some interesting times ahead for Swords & Wizardry fans.
Mass combat (already there)
Order of combat - splits movement and attacks, but very close to Core Rules
Holmes Basic order of combat as an option
Eldritch Wizardry order of battle method (revised) as an option (rotating initiative based on what characters are wearing and doing)
Core Rules order of combat as option
More descriptions of things like wolfsbane
Wilderness adventuring, including getting lost, and monster encounter tables
Dungeon encounter charts now have specific monsters instead of just a CL listing
Dungeon encounter charts can also be used to generate mixes of different monsters (the orcs have a pet gelatinous cube! Run!)
No more wild boards in the monster listing
Building strongholds - prices for walls and keeps and such
Original saving throw numbers are listed as a chart in a side-box in case people want to use those.
Wednesday, October 6, 2010
Over at the Swords & Wizardry forums, Matt Finch has provided a list of some of the most important additions to the upcoming "Complete Rules" version of the game: