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A simpler system

maddman75 said:
Personally one of the things that would greatly simplify the system would be to collapse the skill list some, and drop the idea that skill X always goes off stat Y.

As a GM, the single biggest frustration is tracking a whole bunch a different skill levels.

What I did, to strip things down for running the game for my 8-yo, is forget skill points. Replace the "skill points per level" with number of skills you get, all skills are at level +3.
 

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Psion said:
As a GM, the single biggest frustration is tracking a whole bunch a different skill levels.

What I did, to strip things down for running the game for my 8-yo, is forget skill points. Replace the "skill points per level" with number of skills you get, all skills are at level +3.

That's not a bad idea at all. Personally, that's what I usually do anyway. If you're going to take a skill, you want to be good at it. I usually keep them all maxed out. There's a couple of issues, like what if the PC's Intelligence goes up? I think I'd just say they get an extra skill, even though you wouldn't get the equivelent if keeping track by individual points.

For cross-class, I'd be tempted to say you just get your level rather than cutting them in half. Of course if some of these other ideas happen cross class can go away as well.
 

Time to pimp my favourite fantasy game: Talislanta.

Go over to the talislanta website and download their sampler from the downloads section.

The sampler only gives the first chapter of the book, which is a kinda overview of the entire system. There is an entire chapter devoted to combat and another to magic as well. Both of those really flesh out things a lot better.


A quick summary of the system:

Stats and skills are all listed as +/- a number. The stat values correspond directly to the stat bonuses from D&D 3rd ed, which might help when making comparisons on power levels.

To make a skill check: Roll a d20. Add your skill and it's governing stat to the roll. Subtract the difficulty of the task (-10 for difficult, -5 for easy). Check the action table for the result (printed on the character sheet).

A result of 0 or less is a mishap.
1-5 is a failure
6-10 is a partial success
11-20 is a full success
21+ is a critical success

Combat is much the same. Roll a d20, add both your Combat Rating stat and your weapon skill, subtract their CR + weapon skill as the difficulty. Check the result on the table. All damage for weapons is set. A full success does the base weapon damage, whilst a partial success does half the weapon damage. Armor subtracts from the damage dealt.

A critical hit does whatever the intent of the action was (based on the description). If the PC wanted to decapitate the enemy or cut off his hand then he pretty much does it. Against a PC or major NPC a critical hit means the opponent must make a CON save on the action table (roll d20, add twice the CON stat). The negative modifier for the CON save is the damage inflicted (though I use the weapon skill of the attacker instead). Full success is no effect. Partial success gives -5 on all actions until wound is healed. Failure or mishap means incapacitation or unconsciousness. You won't die from CON saves unless your hit points are reduced to negative values, in which case you are pretty screwed.

Magic works in a very similar way. There are 12 or so modes of magic. Modes are things like attack, defend, influence, conjure, summon, move, heal, etc. The mode a spell falls under is determined on an effects based system. So if you want to cast a fireball, that would be an attack spell and governed by the attack mode.

Anyhow, you roll a d20, add your Magic Rating stat and your mode rating skill level, and subtract the difficulty of the spell (determined by area, range, duration and level of effect). Check the action table to find out the result of the spell. Note that determining the difficulty is very very easy to do since there are only 2-4 modifiers for each mode (you can see them in the sampler). Spell users also get a -1 penalty for every spell after the first cast during a day, meaning they can't go around casting spells indefinately or they'll get so tired they'll start screwing things up. This -1 penalty does not apply if you roll a critical though, so powerful magicians can knock off the low power spells without even blinking an eye all day long.

In essence that's the entire system. Of course, there are still all the rules for parrying, dodging, chases, enchanting items and so on, but they are all very very simple and follow the general rules outlined above. I'd say it is one of the most effective rules light systems I have ever encountered, and well worth the look.


The Horror
 

Henry said:
Have you seen Green Ronin's Blue Rose RPG yet? Sounds like you and Steve Kenson are on a similar development path. :)
Actually I read the preview that was posted yesterday and found several things that were very similar. Uncomfortably similar in places. The real difference will come in the scope of the feats and the fact that my combat system is very different from standard d20.

Phil: email me if you'd like to see a preview.
 

Frukathka said:
Too complex?! What the heck is simpler than a system that uses one die to resolve actions?

When was the last time you had to cast a save-able 4d6 damage spell on the defensive at a spell-resistant character? Does turning undead provoke attacks of opportunity? Let's see, 2d6 plus cha, then a d20 check . . . uh, right. Bluff to sneak attack? Lemme see, my bluff vs. his sense motive, then the attack roll, uh, yeah. Remember how long it took each of us to figure out how attacks of opportunity works? Time to roll an attack . . .wait, he gets a 20% miss chance, is that before or after the attack roll? Wait, I threatened, better roll again. Now time to roll damage, which is 2d10+6+d6(fire)+2d8(spirited charge) . . . wait, does the spirited charge bonus get doubled too? Hang on, have to recalculate the damage bonus from strength, because I'm wielding two-handed this round. Whoops, forgot I was fighting defensively, I missed. Oh, forgot the flanking bonus, guess I hit after all. Has Bless worn off yet? That stacks with Bardic Music right? Oh yeah, it doesn't, because it doesn't stack unless they're dodge or circumstance bonuses, right? Or was it luck bonuses? When I cast Aid as a domain spell for the Good domain, does it count as a Good spell because that's not in the description. Nevermind, I'll just polymorph him into a frog. Oh, that's been erratta'd four times since Tuesday? Is that a Full Attack or a Partial Charge?

I think those of us who still think d20 is simple need to get a grip . . . a [monkey] grip.
 

I'm currently working on a sort of hybrid/bastardized classless D20 that draws a great deal from Fallout CRPGs, expecially the action point system. It'll take a while to get together, but will likely be worth it.
 

Uni system is pretty simple and easy to understnd. Tri Stat is always easy. Personally, I've never had any problems with the rules side of d20, I think people have a tendncy to complicate it though.
 

It sounds like you're at the point I was at a year ago. There are many systems out there, but I've had recent success with both Unisystem and Savage Worlds.

My group wanted something lighter than d20 but still having tactical combat for the next game scheduled, our Stargate game. To my shock, Savage Worlds fit this exactly. Now we're in the middle of a Savage Worlds-powered Stargate campaign, and it has been a roaring success so far. The rules are just crunchy enough to be fun without us having to worry about messing things up. Of course, this is a taste thing. There are test drive rules on this page, or if you're real lazy, this pdf link.

For a one-shot, I recently ran a Unisystem-driven All Flesh Must Be Eaten session (first time for all involved), and we were all completely up and running within a half-hour. As was mentioned earlier in the thread, the rules disappear from play like no other system I've seen, which is great if you're looking for an immersive roleplaying experience. Unisystem is non-tactical for combat, though. I'm looking forward to using it again. Eden Studios (publisher of Unisystem) has a website with test drive pdfs, and the pdf for AFMBE is here. While these rules are for the zombie game, people use it for all genres, and in fact, every other game on that page also uses Unisystem. Find a game that suits you and go. :)

Don't despair! Great RPG times are ahead of you!
 


For a simpler game I am going to go with Blue Rose or Castles and Crusades for d20 based gaming, and for non I am looking into Unisystem and Savage Worlds. *downloading the test drive of SW now* :)
 

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