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<blockquote data-quote="GhostBear" data-source="post: 6059341" data-attributes="member: 6667527"><p>You may wish to give <a href="http://www.pelgranepress.com/?p=8354" target="_blank">13th Age</a> a look. </p><p></p><p>It has the standard 6 stats. XP doesn't exist, and it allows for partial levelling up. It doesn't use THAC0. Ability linked saves - and EVERY stat is important with the (very simple) implementation. I like how they handled skills as well. There are no multiclassing rules, and magic items are not required - player level is far more important. Going by the book, an incredibly powerful magic item will give you a +3, for example.</p><p></p><p>It DOES include feats.</p><p></p><p>It DOES NOT include dozens of pages on tactical combat movement. I would feel comfortable running the game without minis at all, actually. Rules-wise, it feels like D&D but without a lot of the clutter.</p><p></p><p>It DOES NOT include 100 pages of spells. I feel that the spell list is a little too simple, but if you're going for a more simplified version of things this might be a great starting point. Just add what you feel is missing.</p><p></p><p>It includes some 4e-isms, unfortunately: It has daily/encounter abilities and healing surges, both of which turn me off (big time), but that's what house rules are for. Easy to fix. No healing surges, adjust encounters accordingly, done. Set up a vancian spell system; Adjust on the fly if need be. Done.</p><p></p><p>Characters also have a good amount of HP at first level, so you don't have One Hit Wonders. </p><p></p><p>So, it doesn't include everything on your list, but a large portion of it. Definitely worth looking into.</p></blockquote><p></p>
[QUOTE="GhostBear, post: 6059341, member: 6667527"] You may wish to give [URL="http://www.pelgranepress.com/?p=8354"]13th Age[/URL] a look. It has the standard 6 stats. XP doesn't exist, and it allows for partial levelling up. It doesn't use THAC0. Ability linked saves - and EVERY stat is important with the (very simple) implementation. I like how they handled skills as well. There are no multiclassing rules, and magic items are not required - player level is far more important. Going by the book, an incredibly powerful magic item will give you a +3, for example. It DOES include feats. It DOES NOT include dozens of pages on tactical combat movement. I would feel comfortable running the game without minis at all, actually. Rules-wise, it feels like D&D but without a lot of the clutter. It DOES NOT include 100 pages of spells. I feel that the spell list is a little too simple, but if you're going for a more simplified version of things this might be a great starting point. Just add what you feel is missing. It includes some 4e-isms, unfortunately: It has daily/encounter abilities and healing surges, both of which turn me off (big time), but that's what house rules are for. Easy to fix. No healing surges, adjust encounters accordingly, done. Set up a vancian spell system; Adjust on the fly if need be. Done. Characters also have a good amount of HP at first level, so you don't have One Hit Wonders. So, it doesn't include everything on your list, but a large portion of it. Definitely worth looking into. [/QUOTE]
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