GMMichael
Guide of Modos
I've seen oodles of for-sale RPGs, and plenty of homebrew RPGs that are fully fleshed out. But with the announcement of D&D Next, I think it's time for an open-source RPG that doesn't fit the dreams of a single designer; it should have modularity to meet EVERY user's dreams.
So this is what I've started, and would appreciate help getting it to a sturdy, end-user phase. It's tentatively dubbed P&P (for the website where I started it), and here's the basic outline:
1 - Uncertainties are resolved with opposing d20 rolls: versus a player, or versus the GM.
2 - Characters start with three abilities, Physical, Mental, and Metaphysical, rolled with 3d6 each, which influence their activities.
3 - Ability scores also act as hit points, measuring the most damage a character can take of that type.
4 - Characters have Levels to show their general superiority to other characters.
5 - For things that have levels of progress, a character has Skill Points that can't exceed his level.
6 - For things that don't progress, or exceptions to rules, a character has Perks.
7 - To turn characters into heroes, characters can use a Hero point, which is a free daily 1d6 bonus to any roll, per character level.
8 - The GM adds situational difficulty to rolls if it's not an automatic success, from +0 (easy) to +20 (divine).
9 - A player or GM can always take a roll result of 10, provided he announces it before rolls are made.
10 - Skills and Perks can be whatever players want them to be, as long as the whole game-group agrees. In general, each one should have the most narrow, yet useful, scope possible. They can build on each other from there.
And the full rules-in-progress are posted here:
http://www.obsidianportal.com/campaigns/p-p-rpg
It has good compatibility with D&D and Pathfinder right now, but I'd also like to make it adaptable to other systems as well.
So this is what I've started, and would appreciate help getting it to a sturdy, end-user phase. It's tentatively dubbed P&P (for the website where I started it), and here's the basic outline:
1 - Uncertainties are resolved with opposing d20 rolls: versus a player, or versus the GM.
2 - Characters start with three abilities, Physical, Mental, and Metaphysical, rolled with 3d6 each, which influence their activities.
3 - Ability scores also act as hit points, measuring the most damage a character can take of that type.
4 - Characters have Levels to show their general superiority to other characters.
5 - For things that have levels of progress, a character has Skill Points that can't exceed his level.
6 - For things that don't progress, or exceptions to rules, a character has Perks.
7 - To turn characters into heroes, characters can use a Hero point, which is a free daily 1d6 bonus to any roll, per character level.
8 - The GM adds situational difficulty to rolls if it's not an automatic success, from +0 (easy) to +20 (divine).
9 - A player or GM can always take a roll result of 10, provided he announces it before rolls are made.
10 - Skills and Perks can be whatever players want them to be, as long as the whole game-group agrees. In general, each one should have the most narrow, yet useful, scope possible. They can build on each other from there.
And the full rules-in-progress are posted here:
http://www.obsidianportal.com/campaigns/p-p-rpg
It has good compatibility with D&D and Pathfinder right now, but I'd also like to make it adaptable to other systems as well.
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