Frequently Asked Questions
How close is your system to Pathfinder / D&D 3rd Edition / d20? I'd like to use the material in Axes and Anvils as a sourcebook.
It is nothing like any of those systems but the cultural stuff about dwarves, many of the ideas and the Clan creation / evolution stuff should port over easily enough if you are of a mind.Last updated:
No, just the books.Last updated:
The following is an overview intended to give you a basic idea of what the system is like. It is not complete or intended to be complete.
The basic concept underlying the design is that the core mechanics are simple and sophistication is added as the campaign evolves. This lets you get going quickly as possible and makes the system easy to learn.
Creating the Clan: The players are each dealt two cards. These cards all have an asset and a liability on them. Everyone has to choose an asset from one of their cards and a liability from the other. Once these touchstones have been established the group takes turns telling the tale of the Clan’s history.
Creating your Characters: Your group is created cooperatively by dividing a standard group of skills between the available characters. Every character ends up with one Primary and one Secondary skill, which provides a clearly defined focus.
Basic Mechanics: A D12 roll is used to resolve most actions. A 12 is always a critical success. It is suggested that a critical be celebrated by the entire group by raising a cheer and quaffing from your tankard. Huzzah!
Resolve: No one is as stubborn as a Dwarf. A character’s Resolve is used to reroll a roll for any action the outcome of which could be improved through sheer force of will. Failure can result in a loss of confidence that prevents the expenditure of any additional Resolve until it is regained. Resolve is restored through actions such as drinking a fine brew or singing Dwarven ballads.
Roles: All characters choose a combat role such as Leader, Vanguard, Skirmisher and Support that define what they are able to do in combat. It is this role that defines the character’s choice of and effectiveness of armor and weapons as well as what actions and special abilities he has.
Combat: I tried to strike a balance between abstraction and simulation that allows cooperative tactical play while maintaining an environment that encourages role play. This was accomplished through the concept of combat roles and the use of attack, defend and movement actions that can be earned and even bestowed on other characters by the choices they make.
Experience: After any successful session every character can choose to add an upgrade to his character from lists of abilities for which he is qualified by his role and his skills. The group may also choose an upgrade for their Clan, which will allow them to shape the destiny of their Clan and their home.Last updated:
Please add $5 for the soft cover, $8 for the hard cover or $12 for the boxed set. Add-ons ship at no additional cost except the Tankards, which will run $4 extra and the Tshirts, which are $2 extra.Last updated:
A standard selection will be included.Last updated:
No. It contains the same material split between three saddle stitched (staple bound) books.Last updated:
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