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Game system for classic D&D modules
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<blockquote data-quote="GMMichael" data-source="post: 7811002" data-attributes="member: 6685730"><p>A free copy of Modos 2 (see signature) would help you with some of these issues:</p><p></p><p>(Expand if you're not averse to indy games)</p><p>[spoiler]There are two types of rolls: contests and progress. An "attack" roll is just a contest with a bonus from whichever attribute you're using to attack, plus whatever skill would apply. A defense is exactly the same thing; there are no saving throws or ACs. The hero point is a d6, but it's not exactly a different type of roll because all it does is add a bonus to a contest (and let the player make his character cooler for a minute).</p><p></p><p>No arguing about actions. There's one type: actions.</p><p></p><p>A character in full plate armor wielding a bec-de-corbin can cast spells. Why? Because why not? But the first rule is that the GM creates a campaign theme to set standards for the entire game, which might include wizards not wearing armor. The rule before that is rule zero, and well, we know how that goes.</p><p></p><p>Running classic modules: would mostly require your ability to convert a level or attack bonus into an objective difficulty. For example, if your PCs encounter a trap suitable for level 12 PCs, you'd have to decide if that trap is, say, difficult, arduous, or impossible to overcome.</p><p></p><p>Zero-to-hero: all characters, even peasants, are created the same. One exception: PCs, as heroes, get hero points to spend on heroic things. Gain levels, get more hero points.</p><p></p><p>Levels that mean things: up to the player. Each level grants another attribute point, skill point, and perk. Instead of getting slightly better at fighting, the fighter could take a Magic skill point to learn Fire 1, and shoot a fireball after every sword swing. But there is the option to become slightly better in general, too.[/spoiler]</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7811002, member: 6685730"] A free copy of Modos 2 (see signature) would help you with some of these issues: (Expand if you're not averse to indy games) [spoiler]There are two types of rolls: contests and progress. An "attack" roll is just a contest with a bonus from whichever attribute you're using to attack, plus whatever skill would apply. A defense is exactly the same thing; there are no saving throws or ACs. The hero point is a d6, but it's not exactly a different type of roll because all it does is add a bonus to a contest (and let the player make his character cooler for a minute). No arguing about actions. There's one type: actions. A character in full plate armor wielding a bec-de-corbin can cast spells. Why? Because why not? But the first rule is that the GM creates a campaign theme to set standards for the entire game, which might include wizards not wearing armor. The rule before that is rule zero, and well, we know how that goes. Running classic modules: would mostly require your ability to convert a level or attack bonus into an objective difficulty. For example, if your PCs encounter a trap suitable for level 12 PCs, you'd have to decide if that trap is, say, difficult, arduous, or impossible to overcome. Zero-to-hero: all characters, even peasants, are created the same. One exception: PCs, as heroes, get hero points to spend on heroic things. Gain levels, get more hero points. Levels that mean things: up to the player. Each level grants another attribute point, skill point, and perk. Instead of getting slightly better at fighting, the fighter could take a Magic skill point to learn Fire 1, and shoot a fireball after every sword swing. But there is the option to become slightly better in general, too.[/spoiler] [/QUOTE]
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