GMMichael
Guide of Modos
Version 1.20 download here.
Players:
Want to design your own class? Define your own ability scores? Get rewarded for good roleplaying?
GMs:
Want to opt out of rolling dice? Create NPC stats in seconds? Add your own rules seamlessly into an RPG?
These are just some of the aspirations of Modos RPG. And since it's free to all, I'm also opening its development up to the masses as well.
Welcome to the real-time editing thread, version 1.2. There are three sections: the chapter notes (updated in this post), the discussion via replies, and the attached document-in-progress. Changes will be discussed, then posted to the chapter notes, and finally updated in the attached document when a suitable replacement has been submitted.
ANY AND ALL CONTRIBUTIONS TO THIS THREAD WILL BE CONSIDERED FREE FOR PUBLIC REPRODUCTION AND DISTRIBUTION, AS IS THE ENTIRE MODOS RPG DOCUMENT. CREDIT WILL BE GIVEN TO CONTRIBUTORS AS CONTRIBUTING AUTHORS/ARTISTS AS APPROPRIATE.
Chapter 1: Introduction
[sblock]-[/sblock]
Chapter 2: Guides of Modos
[sblock]-[/sblock]
Chapter 3: Player-Characters
[sblock]-Starting level recommendations: as level name. Include a paragraph on this.
Character concept: include flaws - the weak spots in a character's stats, which enable a character to regain hero points. And goals - which help determine if a flaw is obstructing a goal or not.
Character creation: recommend base stats of 8, 10, 12. Then add 1 for each character level.
EXPERIENCE: each session, the GM hands out a skill point, ability point, or perk to each
character. When they get one of each (or just three?), they gain a level and hero point
[/sblock]
Chapter 4: Skills
[sblock]-Skill description format: since skills are abstract, text can refer to a particular skill, like underwater basket weaving, and use parenthesis for a skill recommendation, like (profession[craftsman])
[/sblock]
Chapter 5: Perks
[sblock]-Affect +1 target with your spell that affects multiple targets: Mass Destroyer
Max damage perks gain value as effects can avoid protection
Large size: use a movement action to designate one defensive enemy as offensive.
Small size: use a movement action to designate one offensive enemy as defensive.
Perks: max dmg (tuned) and protection perks (mystic ward?) for metaphys as well.
Dual wield: using a second or double weapon, and no shield, grants you an extra attack action.
perk: MAGICAL APTITUDE character can use any bonus actions for Cast Spell.
Rewrite the archetype recommendations
[/sblock]
Chapter 6: Equipment
[sblock]-Two types of weapon/damage assignment: by weapon (folk), or by score. d20 always requires GM approval.
Important: natural armor does not reduce P score. Also, unarmored, yet tough, monsters can take Toughness. (means real armor has built-in anti-perk)
Means...perks are valid use of P armor. Weapons...
Light weapon - low damage + shield
Medium weapon - normal damage + shield
Heavy weapon - two hands - CHOICE OF MORE DAMAGE OR TWO ATTACKS, and no shield
--double weapon advantage: can choose 2-handed damage, or lower damage but extra attack--
d12 damage - exceptional damage
ALL PRICES ARE IN SILVER PIECES - converted from internet prices
[/sblock]
Chapter 7: Magic
[sblock]-More spells needed[/sblock]
Chapter 8: Conflict
[sblock]-Chapter changes:
Encourage the GM to take half all the time
Die rolling: with an action like spellcasting - multiple dice are required to be rolled (cast spell contest, damage, casting damage, MP protection). If not taking half, as many as possible should be rolled at the same time to speed up play.
Combat rounds: describe action-sequence in addition to turns and rounds. (i.e. each non-acting character (NAC) performs his action IN RESPONSE TO the acting character.
--actions are described like:
GM: the gnoll swings his knobkerry at your head for 7 damage
PC: I bring my shield up just-in-time, to see the knobkerry break through the shield!
The "average person rule." Every contest is rolled based on what the average person could do. The difficulty (modifier or contest/fate) is based on this. Note that average people don't have hero points.
Divorce extended conflict from combat?
Extended conflict uses rounds, initiative, progress.
Combat just assigns special values
Initiative: player's choice for ability bonus
Skill used: mostly Fight or Cast Spell
Progress indicator: weapon damage
Goal: max damage
Protection: ???
Contest bonuses for roleplaying
Conflict: number of contests - more contests increase stress. A character could climb a
wall with one roll, or to make it more "cinematic," require several rolls.
CAN PC COMBINE ACTIONS when not in extended conflict? Sure. But this should either open him up to enemy interference, or require GM to
roll the difficulty for each action.
ADDITIONAL section on Progress Damage - like convincing someone
[/sblock]
Chapter 9: Bestiary
[sblock]-Monster creator note: DEFENSES
Three ability scores need three defenses.
Defense types:
- High score - determined by balance/minmax/average
- Protection - comes from perks
- Defense skill - from creature concept
Trap stats: physical is the progress stat, mental is the trap’s Detect, MP for magic traps…
Balancing encounters: total PC levels should equal total NPC levels???
Two types of weapon/damage assignment: by weapon (folk), or by score. d20 always requires GM approval.
Important: natural armor does not reduce P score. Also, unarmored, yet tough, monsters can take Toughness. (means real armor has built-in anti-perk)
New (natural) weapon damage table:
Level Average damage
1-2 d4
3-4 d6
5-6 d8
7-8 d10
9+ d12
Monsters:
Undead: deal MP or M damage -
also Skill damage (like Cast Spell, or one of the defenses)
or the more-powerful ABILITY PENALTY (not ability damage)
[/sblock]
Chapter 10: Modules
[sblock]-Modules
- Three sections: description of rules mod, INCORPORATION of rules mod, and actual rules
- New section: incorporation. How do the new rules affect gameplay/other rules?
[/sblock]
Appendices and Index
[sblock]-[/sblock]
Players:
Want to design your own class? Define your own ability scores? Get rewarded for good roleplaying?
GMs:
Want to opt out of rolling dice? Create NPC stats in seconds? Add your own rules seamlessly into an RPG?
These are just some of the aspirations of Modos RPG. And since it's free to all, I'm also opening its development up to the masses as well.
Welcome to the real-time editing thread, version 1.2. There are three sections: the chapter notes (updated in this post), the discussion via replies, and the attached document-in-progress. Changes will be discussed, then posted to the chapter notes, and finally updated in the attached document when a suitable replacement has been submitted.
ANY AND ALL CONTRIBUTIONS TO THIS THREAD WILL BE CONSIDERED FREE FOR PUBLIC REPRODUCTION AND DISTRIBUTION, AS IS THE ENTIRE MODOS RPG DOCUMENT. CREDIT WILL BE GIVEN TO CONTRIBUTORS AS CONTRIBUTING AUTHORS/ARTISTS AS APPROPRIATE.
Overview of changes by chapter:
Chapter 1: Introduction
[sblock]-[/sblock]
Chapter 2: Guides of Modos
[sblock]-[/sblock]
Chapter 3: Player-Characters
[sblock]-Starting level recommendations: as level name. Include a paragraph on this.
Character concept: include flaws - the weak spots in a character's stats, which enable a character to regain hero points. And goals - which help determine if a flaw is obstructing a goal or not.
Character creation: recommend base stats of 8, 10, 12. Then add 1 for each character level.
EXPERIENCE: each session, the GM hands out a skill point, ability point, or perk to each
character. When they get one of each (or just three?), they gain a level and hero point
[/sblock]
Chapter 4: Skills
[sblock]-Skill description format: since skills are abstract, text can refer to a particular skill, like underwater basket weaving, and use parenthesis for a skill recommendation, like (profession[craftsman])
[/sblock]
Chapter 5: Perks
[sblock]-Affect +1 target with your spell that affects multiple targets: Mass Destroyer
Max damage perks gain value as effects can avoid protection
Large size: use a movement action to designate one defensive enemy as offensive.
Small size: use a movement action to designate one offensive enemy as defensive.
Perks: max dmg (tuned) and protection perks (mystic ward?) for metaphys as well.
Dual wield: using a second or double weapon, and no shield, grants you an extra attack action.
perk: MAGICAL APTITUDE character can use any bonus actions for Cast Spell.
Rewrite the archetype recommendations
[/sblock]
Chapter 6: Equipment
[sblock]-Two types of weapon/damage assignment: by weapon (folk), or by score. d20 always requires GM approval.
Important: natural armor does not reduce P score. Also, unarmored, yet tough, monsters can take Toughness. (means real armor has built-in anti-perk)
Means...perks are valid use of P armor. Weapons...
Light weapon - low damage + shield
Medium weapon - normal damage + shield
Heavy weapon - two hands - CHOICE OF MORE DAMAGE OR TWO ATTACKS, and no shield
--double weapon advantage: can choose 2-handed damage, or lower damage but extra attack--
d12 damage - exceptional damage
ALL PRICES ARE IN SILVER PIECES - converted from internet prices
[/sblock]
Chapter 7: Magic
[sblock]-More spells needed[/sblock]
Chapter 8: Conflict
[sblock]-Chapter changes:
Encourage the GM to take half all the time
Die rolling: with an action like spellcasting - multiple dice are required to be rolled (cast spell contest, damage, casting damage, MP protection). If not taking half, as many as possible should be rolled at the same time to speed up play.
Combat rounds: describe action-sequence in addition to turns and rounds. (i.e. each non-acting character (NAC) performs his action IN RESPONSE TO the acting character.
--actions are described like:
GM: the gnoll swings his knobkerry at your head for 7 damage
PC: I bring my shield up just-in-time, to see the knobkerry break through the shield!
The "average person rule." Every contest is rolled based on what the average person could do. The difficulty (modifier or contest/fate) is based on this. Note that average people don't have hero points.
Divorce extended conflict from combat?
Extended conflict uses rounds, initiative, progress.
Combat just assigns special values
Initiative: player's choice for ability bonus
Skill used: mostly Fight or Cast Spell
Progress indicator: weapon damage
Goal: max damage
Protection: ???
Contest bonuses for roleplaying
Conflict: number of contests - more contests increase stress. A character could climb a
wall with one roll, or to make it more "cinematic," require several rolls.
CAN PC COMBINE ACTIONS when not in extended conflict? Sure. But this should either open him up to enemy interference, or require GM to
roll the difficulty for each action.
ADDITIONAL section on Progress Damage - like convincing someone
[/sblock]
Chapter 9: Bestiary
[sblock]-Monster creator note: DEFENSES
Three ability scores need three defenses.
Defense types:
- High score - determined by balance/minmax/average
- Protection - comes from perks
- Defense skill - from creature concept
Trap stats: physical is the progress stat, mental is the trap’s Detect, MP for magic traps…
Balancing encounters: total PC levels should equal total NPC levels???
Two types of weapon/damage assignment: by weapon (folk), or by score. d20 always requires GM approval.
Important: natural armor does not reduce P score. Also, unarmored, yet tough, monsters can take Toughness. (means real armor has built-in anti-perk)
New (natural) weapon damage table:
Level Average damage
1-2 d4
3-4 d6
5-6 d8
7-8 d10
9+ d12
Monsters:
Undead: deal MP or M damage -
also Skill damage (like Cast Spell, or one of the defenses)
or the more-powerful ABILITY PENALTY (not ability damage)
[/sblock]
Chapter 10: Modules
[sblock]-Modules
- Three sections: description of rules mod, INCORPORATION of rules mod, and actual rules
- New section: incorporation. How do the new rules affect gameplay/other rules?
[/sblock]
Appendices and Index
[sblock]-[/sblock]
Attachments
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