When you attack from horseback, your other weapon skills are now capped by your horsemanship skill.
So, for example, there are not separate skills for swords and greatswords. Weapon skill list has been pared down into broad categories.Flirting and romance, which in 5.2 covered base flirtation and high courtly romance respectively, seem to have been combined, although it may be that Romance is simply not listed because the adventure is set before the flourishing of courtly romance. I noticed: fairy lore has been subsumed into folk lore, and heraldry and recognize have been combined (I actually had this as a house rule already). None of the pregens have a hate passion, but I wouldn't assume that's a change. Note that you can always come up with new passions so this isn't a change so much as an expanded list of suggestions. These aren't explained, but they're on pregen characters. There seem to be some new default passions: devotion and station.All of these changes fix a problem in 5.2 where the consequences were so huge players rarely used their passions, but at same time the bonuses could be a bit game breaking.Melancholy and madness now give glory rewards.Madness in 6 only temporarily take characters out of play. Madness in 5.2 RAW was effectively character death.Most importantly, it doesn't effectively take your character out of play. It's harsher than 5.2's disheartened, but softer than 5.2's melancholic. This effectively merges it with the status called disheartened from 5.2. Melancholy now lasts for days instead of hours, but instead of causing your character to mope around uselessly it gives -5 to all rolls.In both versions, failing a passion roll can make you become melancholic or mad, but how you become melancholic or mad has changed, as well as their effects.The other difference is that how much of a bonus you get depends both on the level of success and how strong the passion in question is to begin with. I'd note this is already a common house rule (I use it at my table). In 5.2 RAW a successful passion check gives +10 to a skill a critical gives +20.In 6E, higher passions give greater bonuses more easily, but also have greater risks on a failed passion roll. In KAP 5.2, there are flat bonuses and downsides to a passion roll regardless of how high the passion is. Passion rules are significantly tweaked and all for the better.
We don't know all the details but some Attributes are calculated differently now.Speed is now on the 1-20 scale other stats are so it can be rolled against,including opposing rolls.APP is now “Appeal” rather than “Appearance.” It functions the same as it always has, but having it be “Appeal” will make the nature of the stat clearer to beginners.Now, instead of skills over 20 being written as, for example, 25, they’re written as 20(+5) and the rules tell you this format means add the number in the parentheses to your roll. This is pretty straightforward, but can be a bit confusing at first. If your skill is over 20, you take the amount over 20 and add it to your roll, effectively increasing your crit range. In both editions, when a skill is 20 or over, a roll of 20 or over is a critical success. However, skills over 20 are written differently and it's a nice touch.