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A different style of medieval fantasy game?
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<blockquote data-quote="GMMichael" data-source="post: 8127104" data-attributes="member: 6685730"><p><a href="https://modos-rpg.obsidianportal.com/" target="_blank">Modos Role-Playing Game</a>. Just a little thing I wrote. Per your requirements:</p><p></p><p></p><p></p><p><strong>More heroic than superheroic, low fantasy</strong>: the GM sets the bar with the Campaign Theme, because all contests (action resolution rolls) are based on qualitative, campaign-specific terms, like average, impossible, and divine.</p><p></p><p><strong>Skills define what you can do</strong>: having skill points gives you a rating, like amateur, expert, or mythic. If you have enough skill points (and some imagination), you can do it. If you don't, you can try rolling for it. There aren't classes or tables that determine what you can or can't do.</p><p></p><p><strong>Complex but not rules-heavy</strong>: fast-play rules take up one sheet, and the full rule-set takes up five pages. Playing is easy, but mastery is hard. For example, any PC can pick up a bow and shoot a target. But shooting an engineer before he looses a mangonel, at 200 yards, while you're in a melee on a parapet - that might require a confluence of the right perk, skill points, hero point earning and usage, posture choice, action timing, and description of the situation to the GM to earn the best Difficulty bonus.</p><p></p><p><strong>Spells per Day</strong>: casting spells requires metaphysical health, not spell slots. It's similar to spell points, and these can be recovered at an hourly rate. The GM can treat this like ill side-effects, and allow an alternate recovery rate as appropriate.</p><p></p><p><strong>Hit points/soaking damage</strong>: assuming you mean something like Zweihaender, in which characters move along a health-track. A quick house-rule for this might be, "characters have a health box for every 4 full points of Physical score. Whenever an opponent's damage exceeds your protection roll, mark a health box as Wounded."</p><p></p><p><strong>Vampire Dice Pools:</strong> the rules are presented in five-page catalog format (and explained in full-book format) in order to facilitate modifying them. You could use a custom Skills List that was a list of personality traits, and let PCs choose which trait to apply to the attribute contest in question. Or you could let each skill point in the default skill list represent a die type, from d4 - d12. The modular format also allows you to ditch the Combat and Magic rules or make your own modules for these, as crunchy as you like.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8127104, member: 6685730"] [URL='https://modos-rpg.obsidianportal.com/']Modos Role-Playing Game[/URL]. Just a little thing I wrote. Per your requirements: [B]More heroic than superheroic, low fantasy[/B]: the GM sets the bar with the Campaign Theme, because all contests (action resolution rolls) are based on qualitative, campaign-specific terms, like average, impossible, and divine. [B]Skills define what you can do[/B]: having skill points gives you a rating, like amateur, expert, or mythic. If you have enough skill points (and some imagination), you can do it. If you don't, you can try rolling for it. There aren't classes or tables that determine what you can or can't do. [B]Complex but not rules-heavy[/B]: fast-play rules take up one sheet, and the full rule-set takes up five pages. Playing is easy, but mastery is hard. For example, any PC can pick up a bow and shoot a target. But shooting an engineer before he looses a mangonel, at 200 yards, while you're in a melee on a parapet - that might require a confluence of the right perk, skill points, hero point earning and usage, posture choice, action timing, and description of the situation to the GM to earn the best Difficulty bonus. [B]Spells per Day[/B]: casting spells requires metaphysical health, not spell slots. It's similar to spell points, and these can be recovered at an hourly rate. The GM can treat this like ill side-effects, and allow an alternate recovery rate as appropriate. [B]Hit points/soaking damage[/B]: assuming you mean something like Zweihaender, in which characters move along a health-track. A quick house-rule for this might be, "characters have a health box for every 4 full points of Physical score. Whenever an opponent's damage exceeds your protection roll, mark a health box as Wounded." [B]Vampire Dice Pools:[/B] the rules are presented in five-page catalog format (and explained in full-book format) in order to facilitate modifying them. You could use a custom Skills List that was a list of personality traits, and let PCs choose which trait to apply to the attribute contest in question. Or you could let each skill point in the default skill list represent a die type, from d4 - d12. The modular format also allows you to ditch the Combat and Magic rules or make your own modules for these, as crunchy as you like. [/QUOTE]
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