Hi there,
Just thought I'd decloak and answer a few points. Thanks for Neil for 'outing' the project here

The Red Priest wrote:Sanity rules. Wisdom is used as a measure of mental stability. This system is used for both taking mental damage for witnessing horror and for magicians casting Black Magic. I like the addition of Sanity rules, but I wouldn't make it nearly as important as it is in CoC. The mind of an S&S citizen should be more accepting of the WeIrD than say an early 20th century shopkeeper. Also, I wouldn't make it contingent solely on Wisdom, I'd probably make it some function of Wisdom, Constitution (healthy body = healthy mind) and Charisma (it affects confidence in oneself)[/list]
C&T characters will definitly not be as fragile sanity wise as CoC characters, and the system is really only for those big Sanity blasting moments, where you are up against the Awful Thing that Should not BE! or firing off a blasphmous spell.
Hmmn I'll have a crack at what you suggest during playtesting, as far as being a functon of Wisdom, Con and Cha. I think the original rules that I'm baseing this off, went for simplicity.
The Red Priest wrote:Cons:
No Turning the Undead either as a class ability or spell. Necromancers are all S&S, baby, and if they can't control undead, then who can? It doesn't have to be an innate ability, as in turn undead, but there definitely needs to be some controlling undead spells.
Even though player characters can be morally dubious and have Black Magic spells that create and control Undead, hence fullfiling the Necromancy element of S&S stories, I didn't want the power of Turning Undead in the players hands diminishing the effectiveness of the Undead

NPC Necromancers are a different story, they can control undead till the cows come home and don't need any in game rules to tell them that they can.
The Red Priest wrote:A simple skill system based off the Saving Throw number. Used for class skills (such as the thieves skills and barbarians abilities) and other skills that the character may have picked up along the way. Codified skill systems just are not D&D. A distinguishing feature of D&D, is that it's about spot rules. There are other games that use skill systems .. go play them.
Wait until you see the skill system until you pass judgement. It really is a simple system - that just slightly suggests you extend the logic of Theives skills to make skill rolls IF YOU ABSOLUTELY NEED THEM. Its about half a page worth of text, which you can take or leave. And as for games that have skill lists, well as the designer of OpenQuest and a long time RuneQuest fanatic yes I do play them. And as a result I have no desire whatso ever to inflict skill lists on any D&D game that I play. Even the Skill proficiencies system in Oriental Adventures/Wilderness Guide/Dungeon Guide for AD&D 1st Ed, leave me cold.
The Red Priest wrote:Otherwise than just the two points I mentioned as problem areas (which could probably easily be house-ruled), this looks like it could be a solid effort.
Exactly

One of the things that drew me to S&W to write this game, is that its wonderfully modular. Don't like an alternative rule in C&T, either ignore it, fall back to regular S&W or house rule it. As soon as you buy it use the same DIY spirit I used to make it , to make it your own.
NeilFord wrote:One good point is that D101 have a good relationship with a number of UK stores, so this might even make it in to retail, which would be goos for S&W in general.
Making no promises here, but I'm trying to get more D101 games stuff into proper distriubtion this year. Even if that means that both Pdf and Print versions are available via DTRPG.com as standard. It will also be available via Leisure Games.