I wrote a post today but lost it due to a technical issue with the software I was using.
I've also been going through and working on a line-edit of Hammercalled. Even some stuff I looked over fairly recently still has pieces that should have gotten cut and there's a lot of readability and explanation issues. Fortunately, I've got the first bits more or less cleaned up. I'm hoping to get the rest of the document polished by next week, when I'll go in and really give it a going over for some of the new mechanics that need to go in from Segira in updated versions.
In particular, I spent a lot of time going over the core mechanics.
For context, this was the original first three paragraphs:
The focus of the core mechanic in Hammercalled is to provide a means of conflict resolution during storytelling. Each player will take on the role of a particular character in a shared universe (except for the GM, who handles the universe itself). When they want to do something that might fail or have consequences based on how well they do it, they roll dice.
In Hammercalled, this process is centered around the d100 die and percentile tests. The most common way to get a linear percentile result is to roll two ten-sided dice (d10s), with one d10 standing for a ones-place and one standing for a tens-place. Most sets of polyhedral dice available at game/hobby shops include two d10s paired in this manner.
Characters make rolls against a number determined by their Attributes, their Specialization, and their Gear, which is sometimes modified by circumstance. The GM, a player who is focused on telling the story rather than managing a single character, determines this modifier.
And the new:
The core mechanic in Hammercalled provides a means of conflict resolution during storytelling. Each player takes on the role of a character in a shared universe (except for the GM, who handles the universe itself). When they want to do something that might fail or have consequences based on how well they do it, they roll dice.
In Hammercalled, this process centers on a d100 die and percentile tests. The most common way to get a linear percentile result is to roll two ten-sided dice (d10s), with one d10 standing for a ones-place and one standing for a tens-place. Most sets of polyhedral dice available at game/hobby shops include two d10s paired in this manner.
Characters try to have the dice show results below a certain Target Number. The Target Number (TN) is typically determined by their Attributes, their Specialization, and their Gear. The TN is often altered by a difficulty rating set by the GM based on circumstances.
I'm not sure it's perfect, and there are still a lot of errors that other people would catch better, but the latter is definitely more useful for readers. I've gotten through the primary attributes so far, so there's still a lot of book left.
You can always check out Hammercalled's rules reference in its most recent form here.