[1] Characters gain a new level or stage for each adventure completed successfully, and choose advancement in any one of the four beginning professions.
There are no hit points — both characters and their opponents have a list of adjectives describing their health, divided into four columns corresponding to the severity of the wound received (Bruise/Cut; Bleeder; Vicious; and Spirit).
[1] Rather than casting a pre-printed spell, the player simply tells the referee what effect is desired, and which of six "laws of nature" is being broken.
But Wieck was not impressed by the poor editing, noting "the choppy writing (innumerable sentence fragments) makes the text tiresome to follow."
The systems presented in Barony and Era Ten will allow you to do this if you have the stamina to survive the rules writing and the wits to use the ideas.
He liked the outward appearance of the packaged game but found the titles of the three books too ambiguous, with lack of clarity as to which one he should read first.
Smith found a certain "lack of polish" in the product, with small, dense text with no chapter headings, and a writing style that "ranges from mildly difficult to nigh impossible to read in places, and evinces a near complete lack of awareness of the simplest technical writing tricks to make text easy to comprehend.