#1 of 6, this one covers just the most basic aspects of how the rules work.
Sellswords & Godwars (obligatory pretentious subtitle: Player's Options for Fantasy Roleplaying) is my own submission to the growing field of simulacrum games, loosely targeting a version of D&D I haven't seen anyone else tackle: the Player's Option series of supplements, with strong influences from non-D&D '90s fantasy games, such as those produced by Palladium and Iron Crown Enterprises.
Instead of fiddly character points, all of the player's options are handled with Proficiency slots and Feats. Proficiency Slots are your skills and your weak feats, while Feats are fat, juicy 5e style Feats-- complete with Ability Score Increases, and modifiers to all of your combat, skill, and magic bonuses.
Love to get some feedback on this before I post #2-- Combat.
Sellswords & Godwars (obligatory pretentious subtitle: Player's Options for Fantasy Roleplaying) is my own submission to the growing field of simulacrum games, loosely targeting a version of D&D I haven't seen anyone else tackle: the Player's Option series of supplements, with strong influences from non-D&D '90s fantasy games, such as those produced by Palladium and Iron Crown Enterprises.
Instead of fiddly character points, all of the player's options are handled with Proficiency slots and Feats. Proficiency Slots are your skills and your weak feats, while Feats are fat, juicy 5e style Feats-- complete with Ability Score Increases, and modifiers to all of your combat, skill, and magic bonuses.
Love to get some feedback on this before I post #2-- Combat.