Core Mechanic Changes Check Modifiers have been reduced down to three types: Training (non-stacking), Penalties (stacking), and Difficulty Adjustments (stacking - but not mathy). Combat System Changes Sundering has been removed from the game. There were two problems with sundering: It's a poor tactical choice in combat, and as a result its talents are also wasteful. We don't want Myth Maker to have "trap" options. It doesn't model reality well at all. in real-world combat, intentionally damaging a wielded weapon is surprisingly difficult. Intentionally damaging armor without harming the wearer is ridiculous. Of course, equipment gets damaged all the time in real-world combat, but not usually through intentional actions. We're working on some alternatives, but they probably won't be relevant until we move into longer, multi-scene adventures. Rush, Knockdown, and Throw now have explicit rules for knocking one creature into another. Dodging in difficult terrain causes a character to fall if failed. Size Differences have been implemented. The upcoming Ogre Battle release will be showcasing how Myth Maker handles interactions between creatures of significantly different sizes. Big creatures should be scary. Martial Maneuvers are being removed as a category, and the maneuvers are being presented as distinct actions instead. Immediate Actions have been limited to once-per-turn in an effort to speed up gameplay and prevent action-economy abuse. Talent System Changes Assault now only applies to melee attacks. (NEW) Marksmanship lets characters be exceptional at ranged attacks. Dodging, Parrying, and Blocking don't play with counterattacks any more. Successful defensive actions now allow a character to regain some stamina. (NEW) Counterattacking gives characters more chances to make stronger counterattacks. (NEW) Body Skill Proficiencies are being added. We've decided we need some of the skill talents earlier than planned. Ogre Battle will include three new proficiencies related to overcoming physical challenges.