GMMichael
Guide of Modos
Good and bad news folks: my hard drive crashed, and took some pretty valuable stuff with it. One thing I lost was my wishlist of cool stuff to include in my special edition of Modos RPG.
So I'm starting from scratch. Let me know what your favorite/coolest rules are, and in the interest of sharing, I'll give you some of mine:
Magic spells a la carte: a spell's range, number of targets, and cover defeated determine its difficulty to cast. Its damage die is determined by its level and the type of damage...otherwise its effect must be spread out evenly over levels to determine its spell level. (Also thinking of allowing the attempt of spells above one's level - in exchange for paying extra damage.)
Bonus limit: a d4+1 means that you add +1 to your roll - but you cannot exceed 4! So the average roll increases a little, and you would generally do more damage if it were, say, a dagger, but a die roll cannot result in a higher number than what's on the die you're rolling. This means that as you get better with your weapon you can do more damage, but you still cannot achieve the damage that a greatsword could do with your dagger. (But can't a dagger be very lethal? Indeed - in the right hands. That's why I've rewritten the backstabber perk...)
3d6 rolls: nope. Not gonna do it. Too slow. I'm going to stick with d20s, but each die roll has three outcomes: favorable, tie, or unfavorable. There's no bonus for rolling super high: a favorable result is just favorable. Nor the opposite for rolling super low. However...
Defend (parry) skill: a successful defense prevents all damage. Which can be boring, if it just delays the inevitable. Which is why the new parry skill will also end the attacker's turn if it's high enough and favorable. This is when the defender gains a slight advantage...
I've also been really impressed by the One Ring's traveling rules...but what rules do you really love?
Wanna get technical? Join our community here.
So I'm starting from scratch. Let me know what your favorite/coolest rules are, and in the interest of sharing, I'll give you some of mine:
Magic spells a la carte: a spell's range, number of targets, and cover defeated determine its difficulty to cast. Its damage die is determined by its level and the type of damage...otherwise its effect must be spread out evenly over levels to determine its spell level. (Also thinking of allowing the attempt of spells above one's level - in exchange for paying extra damage.)
Bonus limit: a d4+1 means that you add +1 to your roll - but you cannot exceed 4! So the average roll increases a little, and you would generally do more damage if it were, say, a dagger, but a die roll cannot result in a higher number than what's on the die you're rolling. This means that as you get better with your weapon you can do more damage, but you still cannot achieve the damage that a greatsword could do with your dagger. (But can't a dagger be very lethal? Indeed - in the right hands. That's why I've rewritten the backstabber perk...)
3d6 rolls: nope. Not gonna do it. Too slow. I'm going to stick with d20s, but each die roll has three outcomes: favorable, tie, or unfavorable. There's no bonus for rolling super high: a favorable result is just favorable. Nor the opposite for rolling super low. However...
Defend (parry) skill: a successful defense prevents all damage. Which can be boring, if it just delays the inevitable. Which is why the new parry skill will also end the attacker's turn if it's high enough and favorable. This is when the defender gains a slight advantage...
I've also been really impressed by the One Ring's traveling rules...but what rules do you really love?
Wanna get technical? Join our community here.
Last edited: