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Modos RPG Playtest 1: the One True System
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<blockquote data-quote="GMMichael" data-source="post: 6253094" data-attributes="member: 6685730"><p>[MENTION=6746469]Dethklok[/MENTION]: noted, and you're not just welcome, but invited to provide criticism on Modos RPG if you ever get the urge.</p><p></p><p>For a change of pace...Mike Mearls and I recently wrote a new Legends and Lore:</p><p></p><p><span style="color: #b22222"><span style="font-size: 18px"><strong>A Few Rules Updates</strong></span></span></p><p></p><p>Michael Terlisner, with Mike Mearls</p><p></p><p>[HR][/HR] <span style="font-size: 18px"> A </span>s we continue to work toward the release of Modos RPG, a number of rules that you saw in the public playtest have undergone revision. Here's a quick look at some of those updates and changes.</p><p></p><p> </p><p> [h=3]Exploration[/h]The exploration rules have been reworked to make them easier to use at the table. They've been conveniently left out of the v1.1 rulebook, because there's not much need to have rules on exploration. A character's passive perception is the result of taking half on a Detect contest. Your character sheet will have a space to note this, making it a value you calculate once and then use as needed.</p><p></p><p>We've also folded the basics of the exploration system into the party's marching order. As the party approaches a trap, a hidden monster, or some other threat, the GM rolls a Detect contest for the one party member who is most likely to detect it. This change eliminates tracking the party's alertness. This change will also not be included in the rules, because it adds just another rule.</p><p></p><p>We also simplified the concept of group stealth. Whenever the party wants to be sneaky, the GM rolls a Sneak contest for the character most likely to be noticed. At a slow pace, a rogue can thus attempt to hide while using an action to pick a lock or search for secret doors, simply by pairing that action with a Sneak action. If the party moves at a faster pace, each character can still attempt to hide, but must use an action to do so, as normal.</p><p></p><p>The idea of a sequence that includes checking for random encounters is bulky, and has been omitted.</p><p></p><p>Finally, we've glossed over the time it takes to complete certain actions with the exploration rules. Disarming a trap or picking a lock takes at least one action, possibly more if the lock has been assigned progress (damage) points by the General of Modos.</p><p>[h=3]Extra Actions[/h] The playtest process showed us that gaining an extra action on your turn in combat can lead to a lot of overpowered combinations. So extra actions are no longer <em>awarded</em> by perks, they are instead <em>unlocked</em> by perks as characters gain the ability scores needed for extra actions. Multiclassing cast a bright light on this issue, with PCs designing their own classes in a free-form way as they progressed in level.</p><p></p><p></p><p> Right now, we're not working with a rule that limits a character to one bonus action per turn, because characters get 3 free actions per turn, and one (unlockable) bonus action for every 5 points that an ability score is above 10.</p><p></p><p>[h=3]Character Speed and Heavy Armor[/h] We're looking at giving all the standard player character races the same speed, and allowing characters with sufficient Physical scores to offset the Physical penalties for heavy armor by virtue of simply having a Physical ability modifier. We think these ideas make sense for a few different reasons.</p><p></p><p></p><p> The speed penalty for smaller characters and dwarves doesn't exist, because while they're small, they're also quick. Or hardy. Or better described by their character concepts and Movement skill points.</p><p></p><p></p><p> When it comes to armor, we wanted heavy armor to have potential drawbacks without being overly harsh or restrictive. Heavy armor is . . . well, heavy, so making your Physical play a role in its effectiveness is intuitive. This change allows armor to be increasingly restrictive as it increasingly restricts the Physical damage that a character must avoid taking. So we've applied a 1 point Physical penalty while wearing light armor, 2 points for medium, and 3 for heavy. Other characters can still maximize their defense by wearing light armor and taking the Armor Training perk, or by using the Specialize perk for the Parry skill.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6253094, member: 6685730"] [MENTION=6746469]Dethklok[/MENTION]: noted, and you're not just welcome, but invited to provide criticism on Modos RPG if you ever get the urge. For a change of pace...Mike Mearls and I recently wrote a new Legends and Lore: [COLOR=#b22222][SIZE=5][B]A Few Rules Updates[/B][/SIZE][/COLOR] Michael Terlisner, with Mike Mearls [HR][/HR] [SIZE=5] A [/SIZE]s we continue to work toward the release of Modos RPG, a number of rules that you saw in the public playtest have undergone revision. Here's a quick look at some of those updates and changes. [h=3]Exploration[/h]The exploration rules have been reworked to make them easier to use at the table. They've been conveniently left out of the v1.1 rulebook, because there's not much need to have rules on exploration. A character's passive perception is the result of taking half on a Detect contest. Your character sheet will have a space to note this, making it a value you calculate once and then use as needed. We've also folded the basics of the exploration system into the party's marching order. As the party approaches a trap, a hidden monster, or some other threat, the GM rolls a Detect contest for the one party member who is most likely to detect it. This change eliminates tracking the party's alertness. This change will also not be included in the rules, because it adds just another rule. We also simplified the concept of group stealth. Whenever the party wants to be sneaky, the GM rolls a Sneak contest for the character most likely to be noticed. At a slow pace, a rogue can thus attempt to hide while using an action to pick a lock or search for secret doors, simply by pairing that action with a Sneak action. If the party moves at a faster pace, each character can still attempt to hide, but must use an action to do so, as normal. The idea of a sequence that includes checking for random encounters is bulky, and has been omitted. Finally, we've glossed over the time it takes to complete certain actions with the exploration rules. Disarming a trap or picking a lock takes at least one action, possibly more if the lock has been assigned progress (damage) points by the General of Modos. [h=3]Extra Actions[/h] The playtest process showed us that gaining an extra action on your turn in combat can lead to a lot of overpowered combinations. So extra actions are no longer [I]awarded[/I] by perks, they are instead [I]unlocked[/I] by perks as characters gain the ability scores needed for extra actions. Multiclassing cast a bright light on this issue, with PCs designing their own classes in a free-form way as they progressed in level. Right now, we're not working with a rule that limits a character to one bonus action per turn, because characters get 3 free actions per turn, and one (unlockable) bonus action for every 5 points that an ability score is above 10. [h=3]Character Speed and Heavy Armor[/h] We're looking at giving all the standard player character races the same speed, and allowing characters with sufficient Physical scores to offset the Physical penalties for heavy armor by virtue of simply having a Physical ability modifier. We think these ideas make sense for a few different reasons. The speed penalty for smaller characters and dwarves doesn't exist, because while they're small, they're also quick. Or hardy. Or better described by their character concepts and Movement skill points. When it comes to armor, we wanted heavy armor to have potential drawbacks without being overly harsh or restrictive. Heavy armor is . . . well, heavy, so making your Physical play a role in its effectiveness is intuitive. This change allows armor to be increasingly restrictive as it increasingly restricts the Physical damage that a character must avoid taking. So we've applied a 1 point Physical penalty while wearing light armor, 2 points for medium, and 3 for heavy. Other characters can still maximize their defense by wearing light armor and taking the Armor Training perk, or by using the Specialize perk for the Parry skill. [/QUOTE]
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