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A simpler system
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<blockquote data-quote="jmucchiello" data-source="post: 1943930" data-attributes="member: 813"><p>I'm in the midst of creating a lighter d20 based system that ditches ability scores (for mods only), skills (for ability checks), hps (for status levels similar to M&M), and (of all things) levels. (Technically classes are so abstracted as to not really exist too, but they are still referenced.) The core combat system is incompatible with the standard d20 combat system but it is also one of the more easily replaced systems in the game. Basically, everything is a feat, a creature's effectiveness is equal to its number of feats. When you "level up" you get a feat. While I call them feats, they are a bit stronger in power than normal d20 feats. The magic system is also feat based with a DC system to cast a spell rather than spell slots.</p><p></p><p>Alignments are a plug-in that is easily added or removed. Since everything is a feat, if you have no alignments, then the Smite Evil feat is not available.</p><p></p><p>Stat blocks look like this: </p><p>Cleric of somedeity: +1, 0, +1, -1, +2, -1, 2 hits, divine spell level 1, turn undead, smite evil, divine spell level 2. Spells known: (a list). Equipment: (another list). </p><p>Orc: +2, +0, +1, -1, -1, -1, 2 hits, power attack. Equipment: Scale armor, great axe.</p><p></p><p>In its current state I think the whole system (written for an existing d20 fantasy player) will be about 32 pages. That could be padded out much more to help the potential new player understand the game. I plan to attempt a playtest with my players in the coming months. I just need to shore up the spell system and add a few more feats.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 1943930, member: 813"] I'm in the midst of creating a lighter d20 based system that ditches ability scores (for mods only), skills (for ability checks), hps (for status levels similar to M&M), and (of all things) levels. (Technically classes are so abstracted as to not really exist too, but they are still referenced.) The core combat system is incompatible with the standard d20 combat system but it is also one of the more easily replaced systems in the game. Basically, everything is a feat, a creature's effectiveness is equal to its number of feats. When you "level up" you get a feat. While I call them feats, they are a bit stronger in power than normal d20 feats. The magic system is also feat based with a DC system to cast a spell rather than spell slots. Alignments are a plug-in that is easily added or removed. Since everything is a feat, if you have no alignments, then the Smite Evil feat is not available. Stat blocks look like this: Cleric of somedeity: +1, 0, +1, -1, +2, -1, 2 hits, divine spell level 1, turn undead, smite evil, divine spell level 2. Spells known: (a list). Equipment: (another list). Orc: +2, +0, +1, -1, -1, -1, 2 hits, power attack. Equipment: Scale armor, great axe. In its current state I think the whole system (written for an existing d20 fantasy player) will be about 32 pages. That could be padded out much more to help the potential new player understand the game. I plan to attempt a playtest with my players in the coming months. I just need to shore up the spell system and add a few more feats. [/QUOTE]
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