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Modos Rulebook: the real-time editing thread
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<blockquote data-quote="GMMichael" data-source="post: 6231017" data-attributes="member: 6685730"><p><strong>Intermission</strong></p><p></p><p>If, at this point, you're still asking yourself, "what the heck is Modos RPG? Why do I care?" Here's a quick rundown.</p><p></p><p>Modos is streamlined roleplaying rules, for any setting, with an emphasis on adding your own rules or adopting others. There's no table for how many years of youth and special abilities your vampire gets when you drain a victim - you just add your own.</p><p></p><p>The Modos rules focus on doing things fast, and offering lots of creativity. For example, when you want your character to do something - anything - you pick the most relevant ability score (physical, mental, or metaphysical) and roll d20. Add your ability modifier, and your skill points if you're really good at it, and you succeed if you beat your opponent's similar roll. If you don't have an opponent, you're just rolling against the difficulty of the task, which is in a simple table that the GM applies to most situations.</p><p></p><p>There's no size modifier, class modifier, racial modifier, bonus stacking rules, difficulty class, or modifier tables (besides the difficulty table). It's easy - if you roll higher, you win.</p><p></p><p>You can choose to roll for damage, protection, initiative, or heroism (the bonus die). Or, you can use the Take Half rule, get half the highest result on the die, and never have to roll a single die.</p><p></p><p>An admittedly cool mechanic - the Escalation Die - is not in the Modos rules. But you can easily add it. Modos doesn't really need it, however, because Modos uses a Final Fantasy-like combat system in which you're usually either exposed to full damage or half damage. This incorporates the highly popular (controversial) concept from D&D Next - damage on a miss (more accurately, hit points represent stamina as well as injury). Don't worry, you can always flee combat. Almost always.</p><p></p><p>Finally, Modos eliminates all the confusion of action types, opportunity attacks, readied actions, and multiple attacks with a simple action system. Your character has three abilities, so you get three actions. Each action must be performed with a skill (or ability score if you don't have the right skill). Use all your actions on your turn, or save them to be used on other characters' turns, but either way, when you use them all, you have to wait until the next round to do anything more.</p><p></p><p>The rulebook is at 21 pages as of now, and I'm posting it for two reasons:</p><p>1) So you can help me polish it up and make it as good as possible, and</p><p>2) So you can get started creating your own modules for the game!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6231017, member: 6685730"] [b]Intermission[/b] If, at this point, you're still asking yourself, "what the heck is Modos RPG? Why do I care?" Here's a quick rundown. Modos is streamlined roleplaying rules, for any setting, with an emphasis on adding your own rules or adopting others. There's no table for how many years of youth and special abilities your vampire gets when you drain a victim - you just add your own. The Modos rules focus on doing things fast, and offering lots of creativity. For example, when you want your character to do something - anything - you pick the most relevant ability score (physical, mental, or metaphysical) and roll d20. Add your ability modifier, and your skill points if you're really good at it, and you succeed if you beat your opponent's similar roll. If you don't have an opponent, you're just rolling against the difficulty of the task, which is in a simple table that the GM applies to most situations. There's no size modifier, class modifier, racial modifier, bonus stacking rules, difficulty class, or modifier tables (besides the difficulty table). It's easy - if you roll higher, you win. You can choose to roll for damage, protection, initiative, or heroism (the bonus die). Or, you can use the Take Half rule, get half the highest result on the die, and never have to roll a single die. An admittedly cool mechanic - the Escalation Die - is not in the Modos rules. But you can easily add it. Modos doesn't really need it, however, because Modos uses a Final Fantasy-like combat system in which you're usually either exposed to full damage or half damage. This incorporates the highly popular (controversial) concept from D&D Next - damage on a miss (more accurately, hit points represent stamina as well as injury). Don't worry, you can always flee combat. Almost always. Finally, Modos eliminates all the confusion of action types, opportunity attacks, readied actions, and multiple attacks with a simple action system. Your character has three abilities, so you get three actions. Each action must be performed with a skill (or ability score if you don't have the right skill). Use all your actions on your turn, or save them to be used on other characters' turns, but either way, when you use them all, you have to wait until the next round to do anything more. The rulebook is at 21 pages as of now, and I'm posting it for two reasons: 1) So you can help me polish it up and make it as good as possible, and 2) So you can get started creating your own modules for the game! [/QUOTE]
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