Core Elements - Revised Edition!

This is quite similar to the system I developed, and discussed with you, with a small handfull of key differences you might find usefull:
Attack/Defense bonuses: No such thing. There is a Dodge skill, and a variety of attack skills, but no base modifier. An attack is a perfectly normal skill check, with a DC equal the enemy's Dodge skill (Which includes his Dex mod) ranks + 10. Depending on the kind of setting your trying to establish, you might want to make multiple forms of dodge skill, or a penalty against more than one attacker.
Saving throws: Just skill checks or ability checks. Poisons are a flat Constitution check, evading a fireball is a simple Dodge check which reduces damage based on amount of success. This does require adjustment of 'Save DCs'.
Feats: Incorporating feats into the magic option helps make it balanced while still being impressive. Not to mention that Skill Focus becomes the feat of the day, supplanting things like Weapon Focus, Dodge, Spell Focus, and such.
Wounds/Damage Saves: Might want to incorporate these two mechanics as options; Wounds/Vitality is OGC, but I'm not sure about Damage Saves, so less so on that. But if you notice, if you treat spellcasting as a 1point/rank super-power, and switch to a damage save, this system could very closely resemble Mutants and Masterminds character generation.
 

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DulothS said:
This is quite similar to the system I developed, and discussed with you, with a small handfull of key differences you might find usefull:

I have to be honest, unless you use a different name someplace else, I'm not sure that I ever discussed Core Elements (which is actually in its fifth PDF release now) with anybody other than local players or a handful of people on another forum ;)

Attack/Defense bonuses: No such thing. There is a Dodge skill, and a variety of attack skills, but no base modifier. An attack is a perfectly normal skill check, with a DC equal the enemy's Dodge skill (Which includes his Dex mod) ranks + 10. Depending on the kind of setting your trying to establish, you might want to make multiple forms of dodge skill, or a penalty against more than one attacker.

[Emphasis mine] That's why I omit all of that in Core Elements, actually ;) The goal was to design an easily customizable set of rules based on the SRD. If people want to do any and/or all of the above, they're absolutely free to (part of why the entire document is OGC).

Saving throws: Just skill checks or ability checks. Poisons are a flat Constitution check, evading a fireball is a simple Dodge check which reduces damage based on amount of success. This does require adjustment of 'Save DCs'.

Core Elements incorporates Saving Throws, but leaves the exact nature of those throws up to the referee and players using the rules.

Feats: Incorporating feats into the magic option helps make it balanced while still being impressive. Not to mention that Skill Focus becomes the feat of the day, supplanting things like Weapon Focus, Dodge, Spell Focus, and such.

Good suggestion, but read the FAQ (this also ties in with my second answer above to some degree).

Wounds/Damage Saves: Might want to incorporate these two mechanics as options; Wounds/Vitality is OGC, but I'm not sure about Damage Saves, so less so on that. But if you notice, if you treat spellcasting as a 1point/rank super-power, and switch to a damage save, this system could very closely resemble Mutants and Masterminds character generation.

Good suggestion. I refer you back to my second answer.

Thanks for your feedback and suggestions! When it comes time to work up a second edition, I'll definitely keep them in mind!
 


Frukathka said:
Just wanted to let you know: I'm starting up a pbp Modern Horror game on the High Seas using Core Elements Revised.

Wicked cool! Thanks for the link!

[Edit: I'd love to join myself, but I've just entered into contract negotiations with a publisher, so my hands might be full for a bit. Good luck with your game, though - I'll definitely follow along.]
 
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