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All Fours: the Rule of Fours? the Game of Fours?

I disagree with the fire dieties being seen as pure evil. Without fire there is no civilization. In fact, all of the elements are 'neutral' in that they all have good and bad/evil aspects. (In short, they just don't work well with an alignment system.) But some sort of pantheon is required right out of the box!

As for the 'armor between leather and mail', I'd call it reinforced, or reinforced leather. That would include scale, brigantine, etc. Whatever non (mostly) metal armor type the GM prefered.

I'd also make shields a lot better. Plenty of warriors used them with little or no armor, after all. (Something D&D has never tried to do. No doubt because of the knighty Fighters feel A and G were going for, although it was just as true then.)
 

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On spells, I say you do 4 sets of spells for the four divisions of magic, giving you 16 spells per level. Much more wiggle room to to work with. Perhaps "tie" each division of magic to one ability score.

Strength spells - Evocation/Necromancy
Dexterity spells - Illusion/Abjuration
Charisma/Presence spells - Enchantment/Conjuration
Intelligence spells - Transmutation/Divination

Likewise, a lot of the skills you have been throwing out strike me more as class abilities or traits and not what I would envision as skills. I would suggest having 2 traits/skills/class abilities tied to the primary stat for the class, and one to each "adjacent" ability score and finally none attached to the opposing ability score. This assumes you were to put the four ability scores on a "wheel". Something like Intelligence vs. Dexterity (contemplated thought vs. speed of action), but adjacent to Strength and Charisma (thinking Strength opposes Charisma/Presence in the ability to do a task yourself vs. getting someone else to do it for you).
 

On spells, I say you do 4 sets of spells for the four divisions of magic, giving you 16 spells per level. Much more wiggle room to to work with. Perhaps "tie" each division of magic to one ability score.

Strength spells - Evocation/Necromancy
Dexterity spells - Illusion/Abjuration
Charisma/Presence spells - Enchantment/Conjuration
Intelligence spells - Transmutation/Divination

I like this...I was trying to come up with a way to break spells down into four categories *specifically for a 16 spell/level spread, as you suggest!) but my mind was stuck on a loop of the "Offense/Defense/Utility" model and a 4th one just didn't come to mind.

Thanks!

Likewise, a lot of the skills you have been throwing out strike me more as class abilities or traits and not what I would envision as skills. I would suggest having 2 traits/skills/class abilities tied to the primary stat for the class, and one to each "adjacent" ability score and finally none attached to the opposing ability score. This assumes you were to put the four ability scores on a "wheel". Something like Intelligence vs. Dexterity (contemplated thought vs. speed of action), but adjacent to Strength and Charisma (thinking Strength opposes Charisma/Presence in the ability to do a task yourself vs. getting someone else to do it for you).

This is partially true. The "Skill" break down I was using IS to supply Class abilities. Then there would be another set of skills, "General Skills", that could be taken by any/all classes. Possibly broken into the 4 categories as Hassassin suggested a few posts ago. So a PC could be taylored to the player's liking and you could have an MU with "Athletics", for example, or a Thief who takes a bunch of "Knoweldge-related skills" or a Fighter who is good at/likes to use "Presence-based skills" (diplomacy, intimidate, etc.).

As I said, "Skills" in this model wouldbe covering lots of "extras" that have been added/used (and, I daresay, made more complicated) throughout several editions. So things like 'Feats" would, for this system model, be considered "Skills", some "Non-Weapon Proficiencies" a la 2e would be considered "Skills". They'd all be cataloged on the character sheet as "Skills".

So the player needn't track Class Abilities, and Skills, and Feats, and/or (blech) "Powers." Some Skills, as I presented, are Class dependent/universally possible within a class...but the chances of having 2 PCs (or encountering NPCs) with the exact same set of abilities is unlikely.

There will be certain things, like the MU "Read Magic" that is a "Skill" but given automatically (doesn't require expending any Skill points/slots). I am leaning toward thinking I 'd like to keep it 1/class, but then, Thieves get their 4 Thieves' Abilities automatically...on the other hand, that goes with the archetype of a Rogue character (the "skill monkey") and every class should not be that.

I'm trying to maintain the old archetypes: the Fighter fights, the MU has/uses spells, the Thief has their skills and the Cleric...well, the cleric does what clerics do, I suppose...ah! Has power of arms and magic to support/protect/bolster themselves and others. :)
 

I disagree with the fire dieties being seen as pure evil. Without fire there is no civilization. In fact, all of the elements are 'neutral' in that they all have good and bad/evil aspects. (In short, they just don't work well with an alignment system.)

I agree. Given the whole elements are both "naughty and nice" thing.

As per Stormonu's XP suggestion, again reading my mind!, I was initially thinking of breaking it down into 4 deities, to allow for 'Good/Neutral/Evil/and one Extremist (either good or evil)" per element. Easy enough for me to do, just figured it would take too long to type up/present...so I went with the shorter "one male/one female" x4.

But then the "optional use of alignment" rule starts becoming a lot more...or less "optional". I am starting to see why/how Alignment came about as a necessary attribute in the first place.

You are presenting a Class (a full quarter of your base PC options) that derives their power from...a "higher power." To say "All gods are ultimately Neutral" and clerics may be of any moral/ethical disposition to serve any one of them would be the simplest answer (that I see, anyway). But it just lacks flavor.

Of course, I am one of those who never minded alignments and use the whole "good v. evil" and "law v. chaos" thing extensively in my games.
I liked (and still insist) my Druids be True Neutral, my Paladins be Lawful Good or Lawful Evil, my Barbarians "Chaotic" etc. It just, to me, lends so much flavor inherent to the archetypes and, thus, immersion and world as a whole.

We could, I imagine, allow for the 9-point Alignment as an option for alignment use in play...but then, it seems, we veer away from the possibility of not using alignment at all.

Then again, with things like Detect good/evil, Protection from good/evil, etc. it seems some form of alignment is necessary to play...and DMs/group can choose to ignore/not use them at their respective tables...but that Alignment should be presented as a necessary rule/attribute in PC creation.

What do people think about Alignment? (just the facts/personal preferences, please, no need to get into an Alignment debate/tangent)

But some sort of pantheon is required right out of the box!

I agree. I loved my B/X D&D cleric. She was my 2nd PC every made. But from the Basic books, and even in the Expert, I suppose to avoid any "religious" connotations and zealotous backlash, didn't really make use of hardly any mention of "gods" or "worship" or clerics as "religious" folk at all (other than comparing them to the Knights Templar). Simply that they gained their powers/spells from their devout "faith and beliefs".

It would seem, in a fantasy world, you need a set of choices for the cleric
PC to begin to create/formulate that set of beliefs.

Anyway, I'm gonna rework/re-describe the fire deities...and possibly break them all up into 4 per element...and see if you guys like that better.

Or, should I ditch the "elemental" connection all together and just make 4 for each alignment: Good/Neutral/Evil/Extremist (2 "Ultimate Good", 2 "Ultimate Evil")...but, again, then this is moving Alignment to front and center for clerics (and/or any PC who wantst o have a spiritual/religious slant to their character). Think I'll keep the elemental framework for now (it's just so neatly a 4-block. ;)

As for the 'armor between leather and mail', I'd call it reinforced, or reinforced leather. That would include scale, brigantine, etc. Whatever non (mostly) metal armor type the GM prefered.

I thought scale was considered an intermediate between leather and chain! I'll put that back in.

I'd also make shields a lot better. Plenty of warriors used them with little or no armor, after all. (Something D&D has never tried to do. No doubt because of the knighty Fighters feel A and G were going for, although it was just as true then.)

Probably. How would we do that though, if we're just going to have 1 shield that a character can use? Or do I use the 4 I listed a while back: buckler, medium wood, medium metal, tower and ascribe +1 to +4 added to one's AC? Or buckler, small, medium, large/tower...with the stipulation that Halflings can only use bucklers or small, Dwarves up to medium, and Elves and Humans any?

So many questions and things to think about to make things "simple". hahaha.
 

Ok...deity revamp...so here'goes...(borrowing heavily from my own pantheon of Orea)

The Immortal Quatrains

The Lords and Ladies of Air

Amgur: god of Light, Good, Civilization (and the security that brings), Order and Truth, the Sky (in day time, specifically). Amgur is "Ultimate Good". Clerics of Amgur should be Ultimate Good or Good. Holy color: White. Holy symbol: a stylized sun or starburst.

Anwyre: goddess of the Night sky, the stars and moon, Magic, astrology/astronomy, navigation, the revealing of Truth and Information in/from darkness. Anwyre is "Good". Her clerics should be Good. Awyr is highly revered by MUs of any alignment. Holy color: Midnight Blue. Holy symbol: a crescent moon in a ring of stars.

Gorkesh: god of the storm, thunder and lightning (bad weather in general), the acquiring and using of Force, Fear and the Might to overcome it. He is portrayed as a heavily armored male wielding shield and an electrical broadsword (the bashing of his sword upon his shield is what causes thunder, or so it is believed by common folk). He is revered by many a warrior or any who wish to increase their power through the use of arms or force. Gorkesh is "Evil" and his clerics should be of Evil or Neutral alignment. Holy colors: Dark Grey (like thunder clouds) and/or Black and Dark/Deep Violet. Holy symbol: A lightning bolt, sometimes portrayed as coming out (shooting down) from a thunder cloud.

Zephrya: goddess of the Air (moreso than the Sky), the Winds themselves, avians (birds) and avian creatures, the relaying of information, and patron/protector of messengers, travelers and others who rely on being fleet-footed. Zephyra is Neutral. Her clerics should be Neutral or Good. She is a favored goddess among elves and thieves (of neutral or good alignment). Holy color: Grey and Light/Sky Blue. Holy symbol: an eagle or falcon (wings outstretched, in flight) often set within a cloud.

The Lords and Ladies of Earth


Bellafryn: goddess of Nature (in its "pure", uncultivated, sense), particularly forests and woodlands, Growth (green growing things), wild animals, the cycle of Birth/Life/Death/Rebirth and, so, the Seasons as a whole (which allows her some occasional sway over weather). She is highly revered by elves and all those who make their living in/by/among nature. Bellafryn is "Neutral" and her clerics should be Neutral as well. Holy colors: Deep/Dark Green (and any Green, in general). Holy symbol: an ivy leaf.

Burgonis: god of the Hills, a wanderer and a Trickster (in a good-natured way), prosperity (in the form of material/monetary acquisition/gain), Gambling and Luck, Lust and Music, [Alcoholic] Drink and patron of craftsmen of all kinds (except for blacksmiths). As god of the hills, he is the keeper of the secrets beneath and so is often appealed to by those looking for "earthly" secrets. As might be expected, Burgonis is a favorite god of non-evil thieves and revered by halflings and dwarves (specifically his aspects as keeper of secrets beneath the earth and monetary gain) but anyone seeking Luck or direction in their wanderings may want to try to appease the "Grinning God." Burgonis is Neutral but his clerics may be of any alignment. Holy color: Gold and Brown. Holy symbol: a handsome man's smiling face with two goat-horns (or sometimes antlers or ram's horns) sprouting from it.

Elleveen:
goddess of the Fields, the Hearth, protection of Home and Family, Nature in its tamed/cultivated form and thus the Harvest, as well as the Healing arts. Mytholigically speaking, Elleveen is Bellafryn's sister and the two often quarrel (over Elleveen's taming of Bellafryn's wild Nature). She is, perhaps, the favorite deity among halflings, but also farmers, herders, anyone who relies on working with the earth for their livelihood (millers, bakers, etc), and healers and physicians of any race. Her clerics are hailed as the greatest/most skilled healers of any in the world. Elleveen is "Good" and her clerics should be Good or Neutral. Holy color: Pale/Spring Green and Harvest Gold. Holy symbol: a sheaf of wheat within a circle.

Drumolt: god of the Mountains, the original smith (using fire supplied by or stolen from, depending on the myth, Damoter), ingenuity/inventiveness, and a Trickster as well (though Drumolt's tricks are of a nastier and more self-serving slant). He is also attributed Greed, Shadows and Guarded Secrets (not lightly shared). Drumolt is portrayed, alternately, as a twisted aged dwarf or raging hideous giant. He is venerated by smiths of all races and dwarves (in his more kindly aspect), also thieves and those seeking to hide and/or guard secrets (not those looking to uncover them, as with Burgonis or Anwyr). Drumolt is solitary and has a generally unpleasant disposition (and appearance). He uses his skills to craft extraordinary divine arms, armor, and items for the other Immortals, grudgingly, but always at a dire price. Drumolt is "Evil" by alignment, in the sense that he is not concerned with, nor will act for, anyone's interests other than his own. His clerics may be Evil but often Neutral, as well. Holy color: Black. Holy Symbol: a hammer over an anvil.

Whew....ok, I need a break. Back in a jiff with gods for Water and Fire.
 

I'm sorry, Hass. This made me laugh.

My ability is "X" and I receive "X bonuses to this or that" that is presented in a simple list of Ability Score tables is "complicated"? Moreso than "Take your ability, subtract 10, divide it by 2" or "a custom modifier table would be easier to understand"...?

I do think, getting something for each ability point makes sense...and is easy. Note how they/you end up with a max modifier of "+4" in any/all cases? All Fours D&D ( or "Fantasy game Throw Down", rather. lol.)!

Maybe I didn't make myself very clear.

Compare:
  1. Str 17: +3 to everything strength based. (3e)
  2. Str 17: +2 to hit, +1 damage, +3 HP, +3 to Fort. Defense. (Your earlier post.)

The first is much simpler. The fact that the rule used to derive the ability modifier table (below) of 3e is (ability - 10)/2 doesn't really matter, just that the same ability modifier applies to everything using that ability.

1: -5, 2-3: -4, 4-5: -3, 6-7: -2, 8-9: -1, 10-11: +0, 12-13: +1, 14-15: +2, 16-17: +3, 18-19: +4, etc.

Luck o' the draw (dice), my friend. Luck o' the dice.

<snip>

The game was never assumed to allow players automatic "good" (bonus level) Abilities! Especially if you went strictly by the original "roll 3d6, in order" method of ability score generation.

Ok, I again managed to say something else than I meant...

If the rules are that 8 or lower give penalties and 15 or higher give penalties, what is the point of making a distinction between 9 and 14? I.e. almost everyone will be as good at dodging due to their dexterity if 9, 10, 11, 12, 13, 14 give neither bonuses or penalties.

I would expect, DMs (and, more importantly, Players!) would need/allow a re-roll for scores this low. You [as an adventurer] are supposed to be "above the average commoner/man" after all.

Ok, so wouldn't it be better to define 12-13 (the likeliest result) as "above normal", so there would be less of a need to reroll?

I'm not sure I understand...that they could be use different Defenses to roll against the same thing? I don't think I agree with that.

Basically, what I mean is that a dragon could have a single attack value, e.g. +10 for a dragon of a certain color and size. Then the dragon could use its breath weapon and roll against the targets' Reflex, or use its roar (frightful presence) and roll against Will, or its bite and roll against AC/physical defense.

(That doesn't mean all monsters have to have one attack value. Young dragons, for example, might not yet have mastered their breath weapon very well and so had a lower attack bonus with it.)

That's not possible if typical dragon-hunting adventurers have Reflex and Will in the range 1-10 while their AC is 40-50, for example. Then they'd always be hit by the breath weapon and never by the bite.

Individual characters should, of course, be better at some defenses, but the overall scale should be the same for that to work.

Yeah, that's not happening...not in my games, anyway. The magic item thing, I mean.

You find what you find. You get (or sell) what you get (or sell). No "wish lists"! No "expectation of cool things." If you want an awesome magical "flaming sword of killing things dead and sucking their souls"...then you (or probably your MU) research it....you hunt for it...you find/win it or don't/die trying.

That's how I like to play too. Unfortunately, it requires some extra work in 3e and even more so in 4e. The assumption of having a certain level of magic items is build in too tightly. :(

The idea is, at least as the perception I am working with, a Cleric (high Will bonus) will never (or only in rare instances) be as effective in combat as a Fighter (high Str./Fort. bonus). And a Fighter (high Fort. bonus) will never be as effective in avoiding charm/domination as a Cleric (high Will bonus).

Yes, that's all good. I hope my dragon example above clarified what I mean by N in one thing being (relatively) as good as N in another.

I see that. hahaha...though I'm not entirely sure what that means.

Isn't a set of mechanics that applies across the board to all characters
/classes (some things better for some classes than others and vice versa) still "universal mechanics"?

What I basically mean is that there are some core mechanics that work similarly regardless of which particular situation comes up in play.

In 3e the basic core mechanic is that you roll 1d20 + you modifier and try to get above a target number. No matter if you are attacking, climbing, breaking down a door or hiding, the method you resolve success is the same.

In 3e skill checks the target number is called the difficulty class (DC) and DC 10 means average, DC 15 tough and so on. Unfortunately, this isn't quite a universal mechanic since it doesn't apply to non-skill checks.

[Again, totally ignorant of 3e, but...] Yeah, for HP I was basically considering using the Basic model, automatic full at 1st level (+any Strength/Body modifier).

So, Cleric start with 8 HP +d8/level (possibly with modifiers), Fighters get 10 HP +d10/level (almost certainly with modifiers), MUs get 4 +d4 per level (unlikely to have any Str. modifier), Thieves get 6 +d6/level (possibly with a modifier...if the player was trying to create a "tough/thuggy thief" for example).

I do not understand what you mean by "hit points v. damage to consider." Sorry.

If a fighter's average hp is 5/level, but average damage only increases by 1/level then a duel between two equally experienced fighters takes longer the higher level they are.

You might consider that a problem or maybe not. I know 3e combat tends to take more and more time at higher levels, which slows the game down. I don't usually want to spend the whole session running a single combat encounter.
 

The Lords and Ladies of Water

Crashurre: goddess of the sea, the calm peaceful and the raging maelstrom, she is the supreme mistress of all water (regardless of the type of body or other deities who may claim them), she is attributed the fluid qualities of Emotion and Change, is seen as the Giver of the Life and alleged to exist (or be able to see) anywhere there is water. As such, in addition to fishermen and sailors, she is very popular with seers and diviners for her much extolled clairvoyant powers. Crashurre is Neutral. Her clerics may be any alignment. Holy color: Blue and Green (aquamarine). Holy symbol: Cresting Waves.

Clambesh: god of Rivers, loyal knight of his Sea Queen seen as a god of Protection and Defense in general, and the emotion of romantic love and devotion. To aid this cause, he is granted command of all marine life (fresh or salt water). Clambesh is often portrayed as a man (or triton or merman) wielding a great trident and a giant clamshell shield, sometimes mounted upon a hippocampus. He is revered by knights and chivalric warriors across the world, lovers, loggers (and others who make their lives upon rivers), and held in high esteem by elves. Clambesh is Good and his clerics are Good, moreso than Neutral. Holy color: Pale blue and white. Holy symbol: A shell (usually clam or scalloped).

Bumdool: goddess of Swamps, Decay, Pestilence, the Undead (above and under the water), Poison, the element of water befouled. She is often portray as a huge frog or toad, a frog-headed female, a swamp hag and has been known to take on many other shapes. Bumdool is Evil and her clerics are expected to be the same. Holy color: Black and Ochre yellow. Holy symbol: a black toad.

Seshtyr: god of the Hidden Depths, master of mysteries, lost or forgotten knowledge (as well as that knowledge yet to occur or be revealed), History, the Archivist of the gods. Seshtyr is a patron of historians, scribes and sages of all kinds. As would be expected, he is very popular among MUs of all alignments. Seshtyr, himself, is of Neutral alignment and expects his clerics to be the same (for the impartial observation and recording of events). Holy color: Dark Blue, almost black. Holy symbol: A swirling disc (like looking straight down on a whirlpool).
 
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The Lords and Ladies of Fire

Damoter: god of "Evil", the destructive unbridled power of fire, demons, corruption and temptation, chaos (and the furthering of it), and domination of all the world. Damoter is forever seeking the downfall and destruction of Amgur and the other gods of Good and their followers (since Amgur is the one who contained and harnessed the power of fire to create civilization which Damoter feels should have been his). It is not unusual for minions of Damoter to join forces with (or use) minions of Bumdool and Gorkesh to some sinister (ultimately whatever Damoter wants) purpose. Damoter, quite obviously is "Ultimate Evil" and his clerics should be Ultimate Evil or Evil. Holy color: Red and Gold. Holy symbol: a sword (blade up) wreathed in flames.

Delthainna: goddess of Death and the Underworld, judge of spirits and keeper of souls (the fires that burn within mortal creatures). She is also given some credence in the areas of prophecy and weaving (or rather "burning') of the Fates of mortals. Delthainna's citadel in the Underworld is said to contain a candle for every living thing that she lights at the moment of their birth. When the candle has burned all of the way down and goes out, the mortal dies and passes into Delthainna's realm to be judged and passed on to their final rest or remain in the Underworld as minions of Delthainna. Delthainna is Neutral. Her clerics should be Neutral, but her role as the goddess of the dead often attracts followers of Evil intent. Holy color: Black. Holy symbol: a burning candle.

Juxtumin: god of [the fires of] war and battlelust, physical strength, courage and valor are sometimes attributed to him (but not so much as Clambesh), but also determination (even to the point of stubbornness). For Juxtumin (and thus most of his followers) the "best defense is a strong offense." He is portrayed as a wildly raging warrior, red glowing eyes stare out from behind a helmet plumed in red, blood-red cloak, wielding a huge flaming battleaxe and riding into his immortal battles upon a monstrous fiery boar. He is highly revered by dwarves and fighters of all alignments. Juxtumin is Neutral and he welcomes clerics of any alignment. Holy color: Blood Red/Crimson. Holy symbol: a plumed helmet.

Klyr: goddess of Wisdom, Purity, battle skill (as opposed to Juxtumin's "battle lust"), Crusaders, the seeking out/combating of Evil (as opposed to simply "standing against it", philosophically). Klyr is fire in its tamed/helpful/useful form, provider of Light and Warmth and the defense against "Evil" those provide. Klyr is "Good" and expects her clerics must be as well. Holy color: Bright Yellow. Holy symbol: a triangular shield with a stylized flame upon (within) it.
 

I agree. I loved my B/X D&D cleric. She was my 2nd PC every made. But from the Basic books, and even in the Expert, I suppose to avoid any "religious" connotations and zealotous backlash, didn't really make use of hardly any mention of "gods" or "worship" or clerics as "religious" folk at all (other than comparing them to the Knights Templar). Simply that they gained their powers/spells from their devout "faith and beliefs".

It would seem, in a fantasy world, you need a set of choices for the cleric
PC to begin to create/formulate that set of beliefs.
The real trouble with alignment comes when the player(s) and GM don't see eye to eye on what constitutes good, evil, &etc. Which means you either have to nail it down solid or hope that everyone is grooving to the same vibe, as it were. Which is why I take a pretty liberal attitude to them these days. I've see too many arguments to want to bother with details anymore.

As for clerics/priests without gods/religions, well, they just aren't!

I thought scale was considered an intermediate between leather and chain! I'll put that back in.

Probably. How would we do that though, if we're just going to have 1 shield that a character can use? Or do I use the 4 I listed a while back: buckler, medium wood, medium metal, tower and ascribe +1 to +4 added to one's AC? Or buckler, small, medium, large/tower...with the stipulation that Halflings can only use bucklers or small, Dwarves up to medium, and Elves and Humans any?

So many questions and things to think about to make things "simple". hahaha.
The trouble with trying to quantify armor is that it really does depend on what weapon you're facing. Mail is great against swords, not so much against axes. Then there are arrows. The best defence against them is a raw silk shirt! So no matter how you put it, someone's bound to complain! :erm:

Yeah, shields are a pain to get 'right'. I'd give them the +1, +2, etc. for the four sizes/types and hope for the best. One thing that does do is that it makes taking a sword and board character a much better option versus the two handed swordsman, which seem to dominate D&D Fighters these days. Better protection vs. more damage. Of course, your game doesn't seem to have that 'problem', so it doesn't really balance anything. sigh.
 

I like this discussion and all the great thought that has gone into it. I have some random thoughts that might have been covered above... my apologies. Take what you like and ditch the rest :)


I am going to put this in a sblock just to keep from gunking up the thread:

Basic thoughts:
[sblock]
Assuming this is aiming to be a very easy game to learn and adapt..

Publishing this is in sets of pages, with all the content for a game chunk on one page that could be photocopied for the players. Characters could be very simply a collection of pages.
Major chunks, like race and class, could be a full page, while 'feats' could be 4 to a page.
[/sblock]

Core game mechanic
[sblock]
Love the idea of 4 basic stats.
Better, love the idea of building the character from stats to race to class to feats...

Here are some ideas for the core mechanic, merging a number of game systems I have played.

You start with stats, assigning 10 points to your scores.. or to be easy a 4, 3, 2, and 1.

You chose a race that grants 4 physical aspects like Elf is fast, so +1 to reflexes, gnomes are magical so a free magical talent, Orcs are strong so a +1 to Body, etc..}

You chose a class that grants access to 4 abilities
For example: Fighter gets 'can use magic weapons', 'can use shields', tough as nails, and 'hard hitter' {the class could have any number of abilities}

Heroic classes would have prerequisites of certain talents, races, or stat scores.

You start using feats {or talents} to build the characters abilities out.
One of these feats is 'mixed blood' and allows you to select another race and pick which 4 abilities to use from both races
a 'Multi-Class' allows you to do the same with classes.
a 'Dual-Class' allows you to simply add another class, but you need to 'buy' any additional abilities

Some feats come with a 'stat training' facet. If you gather 4 of these, you get another dice to use with that stat.

Feats come as either 'base' feats that start a talent tree or feats that build on another one. Basically, every mechanic is a feat.. its a question of how the player obtains it.. as a racial ability, a class ability, or one purchased with a feat slot.

Armor adds to the 'AC' and is simple light leather +1, Med-leather + 2, med metal +3, and heavy metal +4. You can wear armor up to your body score.

This puts AC, the main defense, in the range between 1 and 10.

Shield become special use items to soak a hit, so if you get hit you can try a REF check to have the shield take it. Light shields can take 1 hit, medium shields can take 2, and heavy shields can take 3. Then they are destroyed.

Speaking of hits: You have 5 blocks of 4 hit points each. Any hit that makes it through your defenses does 1 point of damage. When you get to 20 damage, you die.

Now for the fun part.
the core mechanic uses a D12, or a deck of cards.
You get a number of dice/cards equal to your stat and the goal is to get over a DC *and* possibly over a number of successes. This allows for a very flexible challenge rating where only highly skilled characters will easily accomplish some tasks.

Additional complication, the concept of 'burn'. Stressing yourself with very difficult tasks can end up hurting yourself. Whether it is over-reaching to strike the enemy and thereby giving your opponent a chance to strike your arm or the damage arcane power does when it channels through your frail frame.. These checks have a DC and number of successes to avoid damage, and the player gets to choose which way to split their dice between 'hitting' with the attack/skill use and protecting against the damage to themselves.


[/sblock]

Thats all for now!
 

Into the Woods

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