We may be quiet, but we're still hard at work preparing the next full Myth Maker alpha for release. In the meantime, I thought I'd post some of the more interesting changes. Get the PDF here! As always, we look forward to hearing your comments and criticisms! Attributes In order to make the game design more cohesive, we've changed how attributes are assigned. Instead of choosing "balanced" arrays, players are free to assign an appropriate value to each attribute. Attributes now only range from 7-9, and guidance is given to make the attribute assignment process easy and intuitive. Skills With the previous skill training system, it wasn't always clear to a player which skill rank a character should have. We've come up with a new system that associates each "rank" of the skill with a different kind of character development. We feel this design simplifies the process of determining a character's skill. Combat The combat system has seen the most extensive changes with this update. We've removed damage rolls completely. The damage an attack deals is based entirely on the situation, which means both the attacker and defender can know how dangerous an attack will be before the dice are even rolled. Characters protect themselves from attacks a little differently too. Equipment We've restructured how weapons and armor work. Weapons play with damage types, depending on how they are used. Armors are simpler than before, and are mostly valuable for protecting a character from weapons. Maneuvers Going forward, there probably won't be a discrete list of combat maneuvers in Myth Maker. We feel the core mechanic is designed to facilitate player creativity, and maneuvers are easy to improvise.