FYI, I have a new version with a new adventure - just click on the link at the top to my website. To be honest, I'm more taken with the adventure than the changes to the book, but I must warn you it's a little dark; I had a lot of fun writing it! The story was compelling to create (I had a basic premise I was imagining in my mind, but was pretty much creating the whole background story as I got further into the adventure) and ended up much deeper than I expected. The cut-scenes the DM reads aloud to the players was a tremendous amount of fun to write. Feel free to check it out if you desire. Oh, sorry I'm no artist, but the maps I created are adequate for my sessions and I hope if you like the adventure you find them useful :P.
Quote:What was changed from DHH v4.2 to 4.3
1. The Movement Rate Modifier given from Agility was changed to reduce the movement rate modifier; in 4.2 the modifier was too great a bonus/penalty. Now it is balanced. Originally, I had it as it is now, but I wanted to simplify things so I changed it too how it was in 4.2, however that was too great a change.
2. The Experience Modifier given from Wisdom has been eliminated due to popular request for multiple reasons:
.....a) DM's found it unbalanced their parties when they wanted the characters too all be the same level and gain he same amount of experience per session.
.....B)Players found it to be an annoyance to figure out their "next" - lazy SOB's;).
3. Zero-Level paragraphs reworded a bit to clarify some tidbits. Also, after *MUCH* play testing, it was unanimously decided to allow zero-levelers to take one Regional Feat at zero level which *does not* count against their first-level feat. So far, this has not had any effect on the games balance, but has helped personalize each players character more to their liking.
4. On the Family Chart, Alignment was removed (see #6 below for the reason).
5. DHH Combat Statistics has been moved around a bit for simplicity's sake. It's much easier to read now.
.....a) Included a new rule called "Per Day" which was first introduced on the Wizards of the Coast Forums. The premise is that the D&D sacred cow of "per-day" skills is outdated when "per-hour" works better for everyone and still limits the characters powers. I liked the idea tremendously and we have been play-testing it with much enthusiasm for several months now. So far, so good, we decided to make it a DHH standard.
6. Conceptual Alignment has replaced alignment completely. The concept was first introduced on the Wizards of the Coast Forums detailing how alignment was one of D&D's sacred cows. I rather liked he idea - I never used alignment anyhow unless my player's were acting absurdly out of line. I feel this fits inline perfectly wit the DHH philosophy.
7. Included is an optional Spell Point system I was working on, however, as you can see, it is not nearly as polished as the rest of my book. At this point in time, I'm having trouble justifying adding this into the DHH because I only wanted to include what I felt was DIEHARD to the DHH, and this OPTIONAL rule seems, well optional. At least its one of the more balanced and enjoyable spell point systems I've seen yet!
8. Changed wording in Skills of Torture and its appropriate use w/out alignment.
9. Got rid of the Feat Spell Flash because I didn't realize that there was already a similar feat in Tomb of Blood already.
10. Because of the UPDATE to alignment and spell points, I altered the PC-sheet at the end of the DHH, although I did keep #of spells per day incase you wanted to use the old system with the new sheets. If you prefer the old ones, you can still use them from 4.2 (4.2 will still be up on my site).
"The true value of a human being is determined primarily by the measure and the sense in which he has attained liberation from the self." -Albert Einsetin