Two Worlds Tabletop RPG Preview
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At the game's outset, players will get to choose from one of three classes: a Mage, a Thief, and a Warrior. The available Races offer a diversity of selections ranging from standards such as Dwaves, Orcs, and Humans to Serpents, Trachidis, and Groms. Serpents receive a healthy serving of Dexterity as part of their special Racial Traits, and seem to be a natural selection for those players who wish to assume the guise of a Thief. Trachidis are insect-like in appearance and receive bonuses to Strength and Dexterity, but suffer losses in the categories of Willpower and Charisma. Finally, the Grom are a physically weaker brand of Orcs, but make up for these weaknesses with a little extra Willpower.
A wide array of skills such as Air Magic, Athletics, Disguise, Persuasion, Stealing, and Water Magic are available to accompany Feats, which players earn as they increase in level. Acting as ability boosters, Feats offer powers such as Burn, Double Blade, Death Strike, Evasion, and Knock Down. There is, of course, a catch: each Feat comes with one or more prerequisites. As always, make sure to carefully plan a character's course of action before making any rash decisions pertaining to Skills and Feats.
I really wish more RPGs would do this. This alone makes me want to buy the Collector's Edition.