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<blockquote data-quote="Flame_Excess" data-source="post: 3543820" data-attributes="member: 27079"><p>I have built a new system and I'd like to know which one you prefer.</p><p></p><p>Vigour</p><p>Hit Roll With Melee Weapons</p><p>Grapple attacks</p><p>Damage with Ranged Weapons</p><p></p><p>Agility</p><p>Armor Class</p><p>Hit Roll With Ranged Weapons</p><p>Reflex Saves</p><p></p><p>Endurance</p><p>Damage with Melee Weapons</p><p>Fortitude Saves</p><p>Lift and Load Capacity</p><p></p><p>Wisdom</p><p>Initiative Adjustement</p><p>Will Saves</p><p></p><p>Wit</p><p>Skill Points</p><p>Language Spoken</p><p></p><p>Luck</p><p>[A mix between your chance to tough blows, that attacks will miss you (alike HPs in StarWars RPG) and the chances to discover better treasures.]</p><p>Hit Points</p><p>Improves Benefits from Percentages</p><p></p><p>(For Exemple, Starting gold for a random class is of: 3d6x10 gold. If you have a modifier of +2, you will have the chance to add 2 to each of your rolls. Hence, you would gain 3d6+6x10 gold. In another case, you would gain 1d10+2sp from an enjoyable performance. When accounting treasures, your DM rolls a die to know the level of enchantment a magical item you find is. Let's take the following table: 1-40; +1, 41-70;+2, 71-90;+3, 91-100;+4. If you roll a 89 (91), you will find a +4 item. If you roll a 99 or 100, your DM decides.)</p><p></p><p>Previous skills adjustment remain the same except for Wisdom which now influence Knowledge skills.</p><p></p><p>Class Adjustement would also change:</p><p></p><p>First of all, playing a race of small size would give a bonus to refex saves and not to bonus to hit rolls. The bonus to armor class remains.</p><p></p><p>Half-Orc</p><p>+2 Vig, -2 Wit (Unchanged)</p><p></p><p>Dwarf</p><p>+2 End, -2 Luc</p><p></p><p>Gnome </p><p>+2 Wit, -2 End</p><p></p><p>Halfling</p><p>+2 Vig, -2 End</p><p></p><p>Elf</p><p>+2 Agi, -2 End</p></blockquote><p></p>
[QUOTE="Flame_Excess, post: 3543820, member: 27079"] I have built a new system and I'd like to know which one you prefer. Vigour Hit Roll With Melee Weapons Grapple attacks Damage with Ranged Weapons Agility Armor Class Hit Roll With Ranged Weapons Reflex Saves Endurance Damage with Melee Weapons Fortitude Saves Lift and Load Capacity Wisdom Initiative Adjustement Will Saves Wit Skill Points Language Spoken Luck [A mix between your chance to tough blows, that attacks will miss you (alike HPs in StarWars RPG) and the chances to discover better treasures.] Hit Points Improves Benefits from Percentages (For Exemple, Starting gold for a random class is of: 3d6x10 gold. If you have a modifier of +2, you will have the chance to add 2 to each of your rolls. Hence, you would gain 3d6+6x10 gold. In another case, you would gain 1d10+2sp from an enjoyable performance. When accounting treasures, your DM rolls a die to know the level of enchantment a magical item you find is. Let's take the following table: 1-40; +1, 41-70;+2, 71-90;+3, 91-100;+4. If you roll a 89 (91), you will find a +4 item. If you roll a 99 or 100, your DM decides.) Previous skills adjustment remain the same except for Wisdom which now influence Knowledge skills. Class Adjustement would also change: First of all, playing a race of small size would give a bonus to refex saves and not to bonus to hit rolls. The bonus to armor class remains. Half-Orc +2 Vig, -2 Wit (Unchanged) Dwarf +2 End, -2 Luc Gnome +2 Wit, -2 End Halfling +2 Vig, -2 End Elf +2 Agi, -2 End [/QUOTE]
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