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Grand Unified Theory: Modos RPG revision 1.3 thread
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<blockquote data-quote="GMMichael" data-source="post: 6460992" data-attributes="member: 6685730"><p><strong>State of the Unification</strong></p><p></p><p>The game rules are ready to go - I'm just filling in the details and bonus material like the sample adventure and sample monsters. I've done some streamlining and some expanding, so there are a lot of changes to be discovered. I will be releasing an unfinished edition or two to facilitate playtesting.</p><p></p><p>To what are we looking forward?</p><p></p><p>- Interactive, flexible combat. PCs are not bound by turns, grids, or specific actions. Do what you want, when you want. If the battlefield (and your allies) allows, you can reduce your exposure to damage by being defensive, but opponents can still flank you. The only freedom from danger is avoiding conflict.</p><p>- Earn levels as you play. After each game session, PCs improve their characters a little bit. The GM can award additional improvements, called "level points," during the game as befits the campaign: plot checkpoints, training time, etc.</p><p>- Roleplaying incentives. Hero points let you do just about anything better, and you earn them by making your character more interesting. You can earn hero points by choosing the harder (more interesting) path, customizing your attributes, roleplaying character flaws, or voluntarily failing a contest.</p><p>- Better modularity. The rules catalog is getting a big makeover. The rules build upward, starting with core rules and character rules as the foundation. Resting on those modules is the extended conflict system. Finally, if you want to customize a bit more, the combat module adds some depth to fights, and the spellcasting module adds rules for special powers that are limited by your metaphysical attribute.</p><p></p><p>The final 1.3 edition is several months away, depending on how much artwork I have to personally make. But 1.30 will be out soon, free, and open to suggestions!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6460992, member: 6685730"] [b]State of the Unification[/b] The game rules are ready to go - I'm just filling in the details and bonus material like the sample adventure and sample monsters. I've done some streamlining and some expanding, so there are a lot of changes to be discovered. I will be releasing an unfinished edition or two to facilitate playtesting. To what are we looking forward? - Interactive, flexible combat. PCs are not bound by turns, grids, or specific actions. Do what you want, when you want. If the battlefield (and your allies) allows, you can reduce your exposure to damage by being defensive, but opponents can still flank you. The only freedom from danger is avoiding conflict. - Earn levels as you play. After each game session, PCs improve their characters a little bit. The GM can award additional improvements, called "level points," during the game as befits the campaign: plot checkpoints, training time, etc. - Roleplaying incentives. Hero points let you do just about anything better, and you earn them by making your character more interesting. You can earn hero points by choosing the harder (more interesting) path, customizing your attributes, roleplaying character flaws, or voluntarily failing a contest. - Better modularity. The rules catalog is getting a big makeover. The rules build upward, starting with core rules and character rules as the foundation. Resting on those modules is the extended conflict system. Finally, if you want to customize a bit more, the combat module adds some depth to fights, and the spellcasting module adds rules for special powers that are limited by your metaphysical attribute. The final 1.3 edition is several months away, depending on how much artwork I have to personally make. But 1.30 will be out soon, free, and open to suggestions! [/QUOTE]
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