reanjr
First Post
ashockney said:I'm very interested in hearing more about Reanjr's system, and how it helps to simplify the game and speed up play.
I also started a similiar thread on ENWorld in the general forum called "I hate math". This discussion inspired me to do extensive research around combat in third edition, including charting out over 900 class, skill, feat, spell, magic item, and tactical modifier that can influence combat. From this list, I began to break down those things that were redundant or confusing. It ended up being a pretty short list, but siginficant improvement in the speed of play.
If this is the kind of thing you're interested in, I'd be happy to share my ideas. Particularly if someone would be willing to help evalutate the recommendations and their effectiveness.
Alrighty. Anything in particular?
The movement and positioning system is not detailed anywhere and is very lengthy to explain without diagrams, but really easy to use. Basically picture a few circles within a larger circle. There are more of these larger circles with small circles... nevermind; it's just going to sound really complicated.
But, just trust me, once I get some diagrams up it will make sense. And you never have to keep track of where characters are. Just who they are near. If you have ever played the SAGA system (Dragonlance 5th age or Marvel Superheroes or whatever the comic book game was called), the positioning is very much inspired by that. So is the magic system, come to think of it.
Attacks of Opportunity, while I currently have difficulties in overall implementation, are much rarer and easier to adjudicate (as soon as I figure out how they work

While I haven't fully detailed it yet, armor will be damage reduction rather than AC. This has the benefit of the attacker being able to easily determine whether they hit or not without going through the "I rolled a 18! Do I hit?" type of thing. This system han't been fully worked out yet, but I would like it to model Alternity in feel, if not implementation. This little speed up seems to help immensely.
The spell system helps immensely. With fewer actual spells, it's easy to pick out the spell you want to cast and then look at that one spell to determine its options (every spell can be cast in numerous ways for added power; think metamagic, except more tailored to the specific spell). I currently have only detailed two spells (sleep and burning hands), but I am very happy with how both of them turned out. Sleep actually doubles for Nightmare and several other spells. Burning Hands is your generic fire spell. It can be used to affect close enemies (or a single enemy), distant enemies, small damage, big damage, ignore allies, etc. The saves for spells are all the same DC unless you "metamagic" (not metamgic, but you get the idea) them up. Sleep is no longer useless late in your career (woohoo!).
While I can't say that I did extensive analysis of the D20 system, I feel I have a pretty good gut feeling about these types of things.
Maybe telling you my current difficulties will better illustrate the system. If you have any questions about how everything works, feel free to ask.
Difficulty #1:
XP costs. This is the most complicated part of the system. Tables simplify it somewhat, but purchasing a new ability can take a moment to reference the cost. The upshot is that since this is a non-level based system, usually you are only getting one or two abilities at a time, when you collect experience. You're also getting something every session and not waiting for a level to improve your character. Anyway, there are two types of abilities: Attributes and Feats. Feats are static cost abilities, while attributes can be increased. Feat cost is, of course, pretty easy. If it says 500, it costs 500 XP to learn the Feat.
Attributes have a Bias. What you do is you add the Bias to the score you are attaining. For instance, if you have an Intelligence of 10 and would like to increase it to 11, you add the ability score Bias of 10 (this can be found next to Intelligence on the character sheet). 11+10=21. You look over at the Attribute Cost table, and look up 21, which has a 441 next to it. So it costs 441 XP to increase your Intelligence to 21. This isn't so bad.
What IS bad is on character creation, when you are given a specific allotment of XP to spend to create your character, you have to add up the XP cost to get a 1 plus the XP cost to get a 2, etc. to find out how to start with an 11. While I have summarized this cumulative total on the Attribute Cost table (also on the character sheet), you must remember to cross reference 21 and subtract the value listed at 10 (because you don't have to pay for the Bias portion of the cost).
Difficulty #2:
CR. CR is a wonderful tool in D&D. But my system just can't use anything like it. Without having levels or sets of abilities (classes) judging the challenge of an NPC ahead of time is more art than science. I have strived to keep overall character advancement somewhat in line with D&D, but this cannot be perfect.
The main benefit I see of keeping it in line is that you can take D20 stuff and drop it into the game with minimal fuss (converting creatures usually isn't too much of a problem).
The following info will tell you all about the system. Unfortunately it is written in flow-of-though form. Some of it isn't grammatically correct, or even complete. It was more like a set of notes I took while I was brainstorming. But it should give you a really good idea of the various rules (however rough). Look for the posts titled "I've finally cracked" (you'll have to click on Next Page once to get to it, and Simplified System.
http://reanjr.net/index.php?blog=5