What's this? Another update for Sabre? Yes, and it's a big one! I had initally thought of doing this as a 4th edition, but I balked at the prospect of redoing all the manuals when I havent' even finished the 3rd edition stuff. So I cut out the more profound changes I'd been thinking of and made this, the v2.0 of 3rd edition. It's a streamlining pass, to make the game play smoother, with more balance and more fun. I've basically gone through a list of pet peeves that had built up over time, and finally got around to tackling them. Yes, the scifi manuals have been delayed as a result, but now that this is out of the way, I can get back on to vehicle stuff. Anyway, let's take a look at what this free update entails!
Skill and Talent Streamlining
There are some talents and skills that are holdovers from an earlier era of Sabre, where things were suggested and added, only to later be found lacking in value. We've certainly noticed many skills just don't get used enough to make them worthwhile, so I've done a streamlining pass on the system. For example, Courtesy has been removed as a skill and added as an Influence talent, and so to has Commerce been removed. Combining these abilities into one skill makes it far more useful, and it kinda makes sense when you think about it. There are a few other skills and talents that have received this overhaul too, including Craft. Since there are fewer skills to buy, I've reduced the number of skills each profession receives by 1, but you'll hardly notice since more skills are useful now.
Advancement options
In the past, some players remarked that character advancement on skill failures would probably too fast for their liking, so I added the Slow Road option to remove that aspect for slower games. It's actually verrrry slow, which is fine if that's what you want, but there is still an issue with rapid advancement — especially to 99% — with the standard system. So, two changes; Fumbles no longer advance skills by 2 points, just 1 like a standard skill failure. We've seen characters fumble several times in one session and leap ahead of everyone else. It's unbalancing and needs to be removed. Secondly, we're adding a 'Fail to 70' option, which is a blend of the two systems. Using this method, your skill failures raise skills until they hit 70, then that skill doesn't raise on failures anymore, relying instead on teachers and Accolades to raise. This is a fun option as it stops that rush to 99%, yet allows your lesser skiills to catch up with your more commonly used ones. Try it some time, it's my preferred method now!
Skill Manuals are gone
You may have notice there have been several rebalances of these manuals over time, as their usefulness has wavered. We've decided that they're not really balanced, and they step on the toes of Teachers too much, so I'm just taking them out entirely, but they're being replaced by magical versions that mimic some of their current functionality in a more balanced way as part of a new...
Magic Items Section!
I'll admit it; the Artificer's magic items are useful to that profession and confusing for everyone else. Having to know what level an item was made at, and to look through the Artificer's invention section just to figure out what the item does has been tedious. Instead of magic items being based on the Artificer's inventions, I've swapped this around, with their 'spells' now being based on the magic items. They live in their own section of the manual, easily accessible by anyone, and the Artificer is capable of making and enhancing these basic items. The same is true of the Alchemist's potions, and both professions have much more flexibility with their skill. It's a far more elegant system with some innovative mechanics. I've also updated the loot tables in the Bestiary, which contain good stuff but nothing game-breaking. All those bespoke high end items are up to the GM to add at their leisure.
Energy AP
Even in recent games, some in my groups have asked with every single hit if something 'gets through Energy AP'. It hasn't become simpler to understand over time, and this pass is about streamlining so Energy AP now works like regular AP, in that it works against not only ranged and magic attacks, but melee as well. Since it's much more effective, the amount has been lowered accordingly, but it all stacks, and with the new magic item system, you'll find there's a little more AP for every character to help absorb some of the big damage that Sabre can throw at you.
Scifi
For Scifi, we've got some other changes that'll help it a bit too. The skill injection devices called Halos have been modified to work in a similar manner to the fantasy manuals, and the Doctor has had a major overhaul (along with a few tweaks on other professions).
That's the core of the changes, but do check the list below for the complete rundown. I'll leave the old editiions for download on DTRPG in case you prefer the older systems and I'll try to get the print manuals back up again soon but I have some other things to take care of first, so check out the pdfs for now.
Fantasy Player's Manual 3e v2.0
* Fumbled skill checks no longer grant 2 skill points - only 1.
* Fumbled manoeuvre and spell actions don't cause weapon drops, or being dazed.
* Modified the Slow Road with a 'Fail to 70' option which is between both. It's pretty awesome actually.
* Energy AP now works just like Worn and Natural AP against all types of damage.
* Spells and items that grant Energy AP have had their AP halved.
* Added a new magic item section which is much easier to use and a lot more fun.
* Revised all of the Artificer spells to work with the new magic item system.
* Artificer 'Manipulate Enchantment' talent no longer grants additional damage.
* Artificers can use Magic talents to enhance magic items, using Spirit. Nobody else can do that.
* Message Paper now has no advancement, but is faster by default.
* Skill manuals have been removed entirely, replaced with magic versions.
* The Young age category bonus is now gains a +2 Agility bonus and reduces ability costs by 2 Accolades, 200cr and 2 hours to compensate for the (rather massive) skill point loss.
* The Old age category now also gains +2 Background events.
* Whetstones have no ENC.
* Standard toolkits are now 1 ENC, with Masterwork being 3 ENC.
* Weakness poison now also includes a small movement penalty.
* Completely revised Alchemy spells, and how rare ingredients are used with Advanced Alchemy.
* Alchemical bombs are now thrown with the Alchemy skill.
* Added potions, oils and elixirs to the magic item list.
* The Impact trait now damages shields if they block but target still loses HP. (Having it fire on criticals only was too weak).
* The number of beginning spells a character knows is now based on their magic skill's primary attribute bonus, instead of being fixed at 2.
* Scrolls are now cast at the level of the character using it, and require the same magic skill as the scroll.
* Characters can learn new spells from scrolls.
* Clarified the text on Shamanic Reverse Magic spell.
* Added a note that Perception can be used to spot traps with a DC 20 mod.
* Added a section about determining line of sight to the game mechanics section.
* Decipher Relic spells now identify all of an items bonuses in a single casting.
* Rubies now have their own entry on the Jewellery table and a value of 4000sp.
* Swashbuckler Profession uses Athletics as its Primary skill and gains the Acrobatics talent.
* Detective Profession uses Insight as its Primary skill and gains the Investigation talent.
* Removed the Concealed weapon trait: All Tiny weapons can now be concealed. Some weapons have been changed to Tiny.
* Added 'Resilient', 'Athletic' and 'Tenacious' background events.
* Expert Crafter has been folded into the Master Crafter talent.
* Courtesy has been removed as a skill and added as an Influence talent.
* Investigation has been removed as a skill and added as an Insight talent.
* Acrobatics has been removed as a skill and added as an Athletics talent.
* Acrobatics manoevures are now Athletics manoevures that require this talent to acquire.
* Commerce has been removed as a skill and added as an Influence talent called 'Haggling'.
* Commodities talent has been removed.
* Bowyer, Craft Armour and Craft Weapon talents have been removed, their abilities folded into the Crafting skill.
* Logical Reasoning talent has been folded into the Sharp Mind talent.
* Shelter talent has been removed.
* Medic talent has been removed.
* The Craft subskills of Ceramics, Glassmaking, Jewellery, Masonry and Tailoring have been combined into a new subskill called Tradecraft.
* The Navigation skill has been removed.
* Seamanship allows navigation on waterways. Streetwise allows navigation in urban areas. Survival allows navigation in the wilderness. These completely replace the Navigation skill.
* Reduced the number of professional skills for each profession by 1.
Scifi Player's Manual 3e v2.0
* Androids can take and be affected by the seduction skill.
* A Halo is no longer burned out after use; instead, it has plug-in modules that allow different kinds of knowledge injection. It is listed under Cybernetics.
* The Laser Scalpel no longer grants HP bonus, but instead patients recover with a Short Rest instead of a Long Rest.
* The Young age category bonus is now gains a +2 Agility bonus and reduces ability costs by 2 Accolades, 200cr and 2 hours to compensate for the (rather massive) skill point loss.
* Powered Crossbow invention now has a clip size of 10, and the power cell used for it and the Powered Bow is built into the clip so it doesn't need to be kept track of.
* Added new Computers manoeuvres for use against anyone with an Interface implant.
* Moved virtual healing ability from Technomancer over to Computers manoeuvres, replaced with Cyber Warrior ability at 70%.
* Added new Computer Expert option for Technomancer.
* Buffed Old School Technomancer option.
* Multitasking ability now also allows fast reload with the extra action.
* Updated the 'Sharpened' weapon mod to match the fantasy edition.
* Added Whetstone and Trap Kits to the equipment list.
* Revised the Doctor profession:
- Folded Surgery into the Medicine skill, which is now the Doctor's primary skill.
- Added Unarmed to the Professional Skills list.
- Added 'Quick Stitch' and 'Takedown' Medicine manoeuvres.
- Surgery now heals 1d6+4 Hit Points by defaul, but the Surgeon profession option can double that.
- Field Medic now provides fast use of medical equipment and +1 Natural Armour.
- Moved the ability to restore life to dead characters to 99% advancement under Miracle Worker.
- Orderly Training loses Takedown ability, now provides immunity to Dazed and Stunned conditions.
* Removed the Concealed weapon trait: All Tiny weapons can now be concealed. Some weapons have been changed to Tiny.
* Added 'Resilient', 'Athletic' and 'Tenacious' background events.
* Expert Crafter has been folded into the Master Crafter talent.
* Courtesy has been removed as a skill and added as an Influence talent.
* Investigation has been removed as a skill and added as an Insight talent.
* Acrobatics has been removed as a skill and added as an Athletics talent.
* Acrobatics manoevures are now Athletics manoevures that require this talent to acquire.
* Commerce has been removed as a skill and added as an Influence talent called 'Haggling'.
* Commodities talent has been removed.
* Bowyer, Craft Armour and Craft Weapon talents have been removed, their abilities folded into the Crafting skill.
* Logical Reasoning talent has been folded into the Sharp Mind talent.
* Shelter talent has been removed.
* Medic talent has been removed.
* The Craft subskills of Ceramics, Glassmaking, Jewellery, Masonry and Tailoring have been combined into a new subskill called Tradecraft.
* The Navigation skill has been removed.
* Seamanship allows navigation on waterways. Streetwise allows navigation in urban areas. Survival allows navigation in the wilderness.
* Reduced the number of professional skills for each profession by 1.
* Detective Profession uses Insight as its Primary skill and gains the Investigation talent.
* Weakness poisons now also reduce Movement rate.
* Revised the Scavenger's special ability options.
* The Courtesan's special abilities now match the fantasy edition's.
* Standard toolkits are now 1 ENC, with Masterwork being 3 ENC.
* Rubies now have their own entry on the Jewellery table and a value of 4000cr.