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<blockquote data-quote="mirivor" data-source="post: 3146511" data-attributes="member: 7478"><p>I have a lot, and I apologize for repetition but I did not read the entire thread.</p><p></p><p>- Wound and vitality in play.</p><p></p><p>- Armor as DR, modified to my taste.</p><p></p><p>- Vitality to cast spells. Spell level squared in cost. Spells that deal damage in dice can deal wound. Failed reflex on such spells results in 1 wound per die. Touch spells allow no save and deal 1 wound per die. No holding a charge. If you wanna Shocking Grasp someone, make your concentration check. Also, vitality cannot be healed, only wound. That at a reduced rate... it is hard to mend someone's innards once they are mashed.</p><p></p><p>- Stats modified. Dex to hit, Wisdom to initiative.</p><p></p><p>- Generic weapons chart. Mechanically bland, ripe for description and player creativity.</p><p></p><p>- Opposed rolls whenever possible. Sunder, Disarm, skills, etc. are all based on just how talented the two opponents are.</p><p></p><p>- Max three attacks per round, regardless of level. </p><p></p><p>- Bonus damage based on how much you beat your target AC by.</p><p></p><p>- Base defense bonus of my own division.</p><p></p><p></p><p>A lot of stuff. A lot unmentioned. My group is older and vorascious, as well as very intelligent. We love role-playing, but have issues with mechanics that simply do not support the type of world being portrayed, therefore we altered the mechanics. Sorry for lack of explanation. It would take a post as long as my arm to explain it all along with my reasoning. </p><p>I would say more, but I have a spark of a dream to someday see this stuff in a published book. *sigh*</p><p></p><p>Later!</p><p></p><p>-</p></blockquote><p></p>
[QUOTE="mirivor, post: 3146511, member: 7478"] I have a lot, and I apologize for repetition but I did not read the entire thread. - Wound and vitality in play. - Armor as DR, modified to my taste. - Vitality to cast spells. Spell level squared in cost. Spells that deal damage in dice can deal wound. Failed reflex on such spells results in 1 wound per die. Touch spells allow no save and deal 1 wound per die. No holding a charge. If you wanna Shocking Grasp someone, make your concentration check. Also, vitality cannot be healed, only wound. That at a reduced rate... it is hard to mend someone's innards once they are mashed. - Stats modified. Dex to hit, Wisdom to initiative. - Generic weapons chart. Mechanically bland, ripe for description and player creativity. - Opposed rolls whenever possible. Sunder, Disarm, skills, etc. are all based on just how talented the two opponents are. - Max three attacks per round, regardless of level. - Bonus damage based on how much you beat your target AC by. - Base defense bonus of my own division. A lot of stuff. A lot unmentioned. My group is older and vorascious, as well as very intelligent. We love role-playing, but have issues with mechanics that simply do not support the type of world being portrayed, therefore we altered the mechanics. Sorry for lack of explanation. It would take a post as long as my arm to explain it all along with my reasoning. I would say more, but I have a spark of a dream to someday see this stuff in a published book. *sigh* Later! - [/QUOTE]
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