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Core Elements - Revised Edition!
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<blockquote data-quote="DulothS" data-source="post: 2554764" data-attributes="member: 13731"><p>This is quite similar to the system I developed, and discussed with you, with a small handfull of key differences you might find usefull:</p><p>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.</p><p>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'. </p><p>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.</p><p>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.</p></blockquote><p></p>
[QUOTE="DulothS, post: 2554764, member: 13731"] 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. [/QUOTE]
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