Wolfpack48
Hero
I prefer systems that sit quietly in the background as opposed to those that shout for attention.
Follow these steps to make a level 2 character and jump right into Modos RPG. Refer to the rulebook or Rules Catalog for the complete rules. You can use this character sheet to get started.
1 Concept. Write down your character’s name, description, and a goal and a flaw.
2 Attributes. Assign scores, 14, 10, and 8, to the three attributes: physical (P), mental (M), and metaphysical (MP). The related bonus for 14 is +2, for 10 is 0, and for 8 is -1.
3 Skills. Choose a skill that your character does well, and give it 2 skill points. Skill points are reusable bonuses that you add to contests involving that skill.
4 Perks. Choose two perks from the perk list. Perks give you an edge beyond your attributes and skills.
5 Hero Points. You can add d6, called a Hero Point, to your contests when doing something heroic. Your character starts each day with 2 hero points to spend, and earns more from the GM for role-playing your flaw in spite of your goal (or just for being a great player). What your heroic effort means is up to you!
6 Gear. Use a gear list to equip your character, or assign a d8 to any weapons or armor you have. This is your damage die and protection die.
7 Role-Play. Describe or act out what your character does and says. If the GM asks for a die roll, help the GM describe the outcome.
8 Contests. If your character does something that might have an unfavorable result, the GM will ask you to roll a contest related to an attribute. This is a d20 roll to which you add that attribute’s bonus. Add skill points if you have a skill that might help. If your total is higher than the GM’s total, it is a Pro: a favorable outcome. If lower, it is a Con: an unfavorable outcome. A Tie can be a neutral result, a re-roll, or a Pro if the GM thinks you’ve been role-playing well. Use this information to role-play the outcome.
9 Initiate. To determine when your turn occurs in combat, roll a d20 and add the attribute bonus of your choice. This is your initiative contest.
10 Actions. In each round of combat, you get three actions to use during your turn or as reactions to other actions. On your turn, your actions happen first. On other turns, your actions happen a moment after characters with higher initiative contests.
11 Attack. To attack an opponent, use an action to roll a physical contest (d20 + physical bonus) and add the skill points from a fighting skill if you have one. Roll your weapon’s damage die separately. You add the damage roll to your opponent’s damage pool if your contest is a Pro or if your opponent doesn’t react by defending.
12 Defend. To defend against an attack, use an action to roll a physical contest and add Parry skill points if you have them. On a Pro, you take no damage. On a Con, you must take at least 1 damage.
13 Damage. Whenever you take damage, you reduce it by your protection against that type of damage. Add the difference to the damage pool of the corresponding attribute. If you have no protection, you take the full amount damage rolled. If you collect more damage than your attribute score, you are disabled and cannot take actions until you and the GM resolve your condition.
14 Healing. Each day, you remove one point of physical and mental damage. Each hour, you remove one point of metaphysical damage. If you are disabled, you cannot remove damage.
15 Magic. If you have a magic skill, you can use a magic power. Roll a metaphysical contest and add your magic skill points for that power, adding the power’s difficulty (D) as well. You must spend one action per power level to use the power. Add 4 + (power level) to your metaphysical damage pool. Then the power’s effect happens.
16 Magic Defense. To defend against magic, use an action to roll a defense contest the power’s magic contest. Against 1st level powers, one defense Pro saves you. Against higher level powers, one defense reduces the effect, and you must make additional defense contests to fully escape the power’s effect.
17 Take Half. For any roll, you can skip the roll and say that you rolled half of the highest number on the die.
| Bonus | Difficulty |
| 0 | Easy |
| 4 | Challenging |
| 8 | Difficult |
| 12 | Arduous |
| 16 | Impossible |
| 20 | Divine |
In my experience, it's not typically the complexity of the rules that's the problem it's getting people to try something new that's the barrier. I've been extremly fortunate to have a solid group of people willing to try new games even if it doesn't always work out. In the last twenty years, there have only been two games I can think of that I opted out of due to the perceived difficulty of learning new rules.I guess D&D might take a little longer? But most games don’t. And Pathfinder is obviously comparable to D&D in complexity. But 99% of RPGs take a few minutes to learn.
I think there are a few fundamental issues going on, but the first is that it isn't really the time to learn the game (at least the picking up the primary play loop) that is the real concern (IMO, of course).One common reason folks choose not to play a different game to the one they’re used to is that they say they don’t have time to learn a new system. 99% of the time that’s about trying a game other than D&D 5E.
I mean, I think that's a lot of it. They are still enjoying playing the game, and no one has really convinced them that they should change.If someone says they don't want to learn a different system, I say that is cool and let it ride. Often the statement has baggage which doesn't need to be unpacked, and much of it being they are in their happy spot, which is cool.
This is the another major issue. Some people are going to their D&D group, not their RPG group; and it is just like going to Chess Club instead of Board Game Club -- which is to say they aren't necessarily looking to change what they are doing or feel they are losing out by not doing so. No, it doesn't feel stagnant, because Joe over there has perfected his Réti opening and trying to get around that is proving challenging. And Jane over at D&D has an illusionist who is trying to actually stick to illusions most of the time. And so on.Relatedly, maybe its the way things are slotted in ones head. If it is a D&D group or a bridge foursome or a chess club or... (pick one thing) then there is psychological momentum for that one thing. If it is a board game playing club or a card playing group or (pick a general type of thing) then there is a push to learning the new ones.
And figuring out what to get their character every time they level up, be it an ASI, a feat, or a spell.How will getting one of these benefit my character? How will one of these help out the rest of my party?
I prefer systems that sit quietly in the background as opposed to those that shout for attention.
Practicum:
How hard was that? Oh wait, there's one table too, although the numbers are just suggestions:
In my experience, it's not typically the complexity of the rules that's the problem it's getting people to try something new that's the barrier. I've been extremly fortunate to have a solid group of people willing to try new games even if it doesn't always work out. In the last twenty years, there have only been two games I can think of that I opted out of due to the perceived difficulty of learning new rules.
Exalted: I was invited to participate in a campaign and I was looking forward to it until I read the rules. I don't remember it being different from White Wolf's other games until I got to the section on Charms (I think). I went all googly eyed, put the book down, and told my friends I would not be participating in the game.
Shadowrun 5th edition: I read the rules, I understood the rules, but I had no desire to actually try getting my players to learn them. So I opted out very quickly.
Just make sure it introduces at least 20 new terms for doing stuff that no one has heard of before.And in the same vein of statement, I prefer ones I can actually engage with over ones that lay there like a limp noodle.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.