Nellisir
Hero
I've been looking over alot of retro-clone and d20 derived free games recently (OSRIC, BFRPG, Labyrinth Lord, Mazes & Monsters, Microlite d20, E6, Gods & Monsters), and naturally started thinking about creating my own Frankenstein's monster ruleset. Striking a balance between complexity/customization and simplicity/ease of play is...tricky.
Levels are broadly grouped into tiers (see 4e and Raven Crowking's new ruleset): 1-5: Adventurer, 6-10: Hero, 11-15: Champion, 16-20: Legend.
Ability scores: d20 core for the moment - possibly simply with modifiers (a la True20).
Races & Classes: 4 "basic" classes a la 2e: Warrior, Priest, Rogue, Wizard. I kinda like the broad "Specialist" group from Mazes & Monsters instead of Rogues, and I'd like either combine or further differentiate Priests & Wizards, but there are issues with that.
Everything else class & race related becomes an Aspect. Characters gain Aspects at 1st, 3rd, 8th, 13th, and 18th level. Elf would be a Race Aspect, while Paladin might be a Class (Warrior or Priest) Aspect and Thief would be a Rogue Aspect. Race Aspects can (with certain exceptions) only be taken at first level, so only humans could start out at first level with a Class Aspect (ie, a 1st level character could be a Human Thief or a Halfling Rogue, but not a Halfling Thief). Prestige classes are subsumed into Aspects, as are racial divisions (ie Wood Elf might be an Aspect available to Elves at 3rd level).
Spells would be 1-20 levels, not 1-9, as per Book of Experimental Might, and be broken into Common, Rare, Exotic as per Arcana Evolved. Base classes (Wizard & Priest) would have access to Common spells, while Aspects would grant Rare and Exotic spells. More descriptors; few or no schools. Pare down & simplify spell list.
Combat: Break weapons into groups per Unearthed Arcana, treat unarmed combat & grappling as a weapon groups; minimal special rules.
Reduce/eliminate bonus "types"; no stacking; possibly add defense bonus that works on an either/or fashion with armor; make some armor (and weapons) "better/harder/more specialized" and not available to lower levels.
Levels are broadly grouped into tiers (see 4e and Raven Crowking's new ruleset): 1-5: Adventurer, 6-10: Hero, 11-15: Champion, 16-20: Legend.
Ability scores: d20 core for the moment - possibly simply with modifiers (a la True20).
Races & Classes: 4 "basic" classes a la 2e: Warrior, Priest, Rogue, Wizard. I kinda like the broad "Specialist" group from Mazes & Monsters instead of Rogues, and I'd like either combine or further differentiate Priests & Wizards, but there are issues with that.
Everything else class & race related becomes an Aspect. Characters gain Aspects at 1st, 3rd, 8th, 13th, and 18th level. Elf would be a Race Aspect, while Paladin might be a Class (Warrior or Priest) Aspect and Thief would be a Rogue Aspect. Race Aspects can (with certain exceptions) only be taken at first level, so only humans could start out at first level with a Class Aspect (ie, a 1st level character could be a Human Thief or a Halfling Rogue, but not a Halfling Thief). Prestige classes are subsumed into Aspects, as are racial divisions (ie Wood Elf might be an Aspect available to Elves at 3rd level).
Spells would be 1-20 levels, not 1-9, as per Book of Experimental Might, and be broken into Common, Rare, Exotic as per Arcana Evolved. Base classes (Wizard & Priest) would have access to Common spells, while Aspects would grant Rare and Exotic spells. More descriptors; few or no schools. Pare down & simplify spell list.
Combat: Break weapons into groups per Unearthed Arcana, treat unarmed combat & grappling as a weapon groups; minimal special rules.
Reduce/eliminate bonus "types"; no stacking; possibly add defense bonus that works on an either/or fashion with armor; make some armor (and weapons) "better/harder/more specialized" and not available to lower levels.
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