A Simpler 3rd Edition

Plane Sailing said:
2) Everyone gets 2 actions a round, which can be used for some combination of move, attack and parry. You don't get more attacks from high BAB or feats

The two action system works out great for me. Basically, the person can attack twice, move twice, combination, etc. I haven't found it to have too many effects on the rest of the game.
 

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Frukathka said:
There is already a classless DnD system. It is done by Red Leaf Games.

Right click the following links and select 'save as' to download the system in two parts:

D(liberation)20 - Classless Charaters
D(liberation)20 - Magefire

It looks pretty good for what they are shooting for. But they're shooting for something different than what I am. They have complicated the rules by adding new types of abilities and tables that are necessary to play.
 

Li Shenron said:
Therefore I'd like to ask if this idea you're working on will be simply that on your turn you get 2 actions just as in the core rules (except that it is different than standard+move), or if you meant to give those 2 actions at different initiative points, so that you do your first action, then someone else can act, then again later in the same round you get the second action.

What I've got in mind is effectively the old RQ2 model - on your initiative you get to make standard+standard action with some provisos - you can't make two attacks unless you have two weapons available. Normally characters will make some combination of move, attack and parry. (e.g. parry and move (withdraw), attack and parry, move and move). There will be some things that will require two actions to complete - e.g. I'll use something like the spell ladening from AU but instead of needing to use two slots to laden a spell you use 2 actions. another e.g. fighters could use two actions to make a "mighty blow" - if you successfully hit you do +2d6 damage or something similar.

Things I've not thought through yet... how best to handle multi-limbed creatures; whether to allow casters to cast 2 spells per round or arbitrarily limit it to 1 spell per round or apply some kind of penalty if you attempt to cast 2 spells in a round... I've got half-formed ideas but nothing finalised about these yet.

Cheers
 

Plane Sailing said:
What I've got in mind is effectively the old RQ2 model - on your initiative you get to make standard+standard action with some provisos - you can't make two attacks unless you have two weapons available. Normally characters will make some combination of move, attack and parry. (e.g. parry and move (withdraw), attack and parry, move and move). There will be some things that will require two actions to complete - e.g. I'll use something like the spell ladening from AU but instead of needing to use two slots to laden a spell you use 2 actions. another e.g. fighters could use two actions to make a "mighty blow" - if you successfully hit you do +2d6 damage or something similar.

Things I've not thought through yet... how best to handle multi-limbed creatures; whether to allow casters to cast 2 spells per round or arbitrarily limit it to 1 spell per round or apply some kind of penalty if you attempt to cast 2 spells in a round... I've got half-formed ideas but nothing finalised about these yet.

Cheers

Allowing two spells cast on a single turn can definitely cause some problems. It's only a couple of spells that are an issue, but it's still important. I would allow a single attack to allow attacks with all of your weapons/arms/etc. At first it seems like it could cause some problems, but oftentimes a creature/character chooses to just stay put for their full attack anyway and whomp on a single target till it's down. Allowing the multiple attacks really only affects the first round of engagement usually. I might think about raising the CR of creatures with lots of natural attacks, though.
 

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