GB Feature: Knights of the Chalice 2 Review

If you’re prepared for another foray into turn-based OGL 3.5 goodness, then Heroic Fantasy Games’ newly released Knights of the Chalice sequel is the latest role-playing option at your disposal. And we’ve conjured up a four-page review to help you get your bearings and become acquainted with how the mechanics have evolved since the first title in the CRPG series:

And when it comes to Skills, KotC2 doesn’t use anything resembling your standard D&D skill system. Instead, a character’s class, race, attributes, and even Cleric Domains give them access to Skills that can be used in conversations or when interacting with the environment.

In practical terms, this means that having a Kobold or a Halfling on your team will allow you to explore some tight passages, while a Half-Giant or anyone with over 20 Strength will be able to lift heavy objects and bust down doors.

All these changes, plus just the sheer scope of the options you have, can feel overwhelming, but in a good way. On the one hand, it’s a familiar system, that is if you’re familiar with D&D. But on the other, thanks to all the changes, everything is fresh and exciting. And with your party consisting of up to eight characters, you can spend quite a lot of time building your perfect team.

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