The Second Edition of Spellcraft & Swordplay is now in development. it's going to be a pretty major update/change from first edition and first edition revised. I've learned a lot about game design since 2008/2009 when that first came out, and it's time for the game to come into its own.
Some notable changes you'll see:
1. "High Fantasy" tropes like elves and dwarves will be moved to an appendix in favor of human-based cultures. 2. Weapons will inflict "hits" instead of dice of damage. The hits will range from 1-3 and will be based on a weapon class of 1-4. Likewise, heroes will be able to take a given number of hits before dying. In some cases you will be able to save against hits to reduce or eliminate them. 3. Combat will be a simple calculation of 2d6 + Weapon Class + Opponent AC + Ability Score vs. TN 14 4. Ability scores, spells, and the like will no longer be drawn from the SRD. The game itself will no longer be an OGL game. That being said, there will still be 6 attributes and you should be able to recognize which is which easily enough to facilitate conversion from the older version of the game. 5. The whole is going to have a grittier, swords and sorcery feel to it. 6. You won't be tied to a single class or level. Rather, you will buy levels in classes with advancements, each level costing a set number of XP multiplied by your next level, based on the class you're buying.
The game is still in development and testing, so nothing is set in stone at this point, but as our original flagship game, I'm looking forward to giving S&S the treatment it's long deserved.
Jason Vey, President Elf Lair Games Web: www.elflair.com e-mail: elflair (at) grey-elf (dot) com "I will say this just once: GARY NEVER USED MINIATURES!!!" --Old Geezer, RPG.net