http://treskri.wikidot.com/mechanika-dla-treskri
Everything done up until now. It's in Polish, but Google Translate does it's job well:
http://translate.google.com/transla...n&u=treskri.wikidot.com/mechanika-dla-treskri
English translation to come when it's finished (I don't have enough time to keep track of two language versions in development).Main features:
- use of d6
- point buy to determine attributes
- point buy to create character (somewhat like L5R)
- lack of levels
- saving throws as in D&D
- attributes as in D&D, but replaced by the modifiers (i.e +1 to +10 scale, medium is +3)
- Stamina Points representing the character's stamina
- action points instead of the minor/move/full-round
- body parts specified for damage as an optional rule
- 'advantages' bought for XP
- XP given by the DM as he wishes
- some of the more powerful 'advantages' require ranks (a certain number of XP has to be spent earlier)
- no criticals, no random damage dice
- no spell failure
- changed armor check penalties
- advancement paths for given classes
- completely remade skill list
- use for every attribute
- non-combat advantages exist
- tweaked item and equipment prices
- every class (fighter and magic-user to use the AD&D terminology) uses the same system
- every class has access to manevuers (a bit of a cross between Tome of Battle and 4e)
- using manevuers (whether they be spells or not) requires you to be in your deity's favor
- XP price for some potentially unbalancing spells (scry, teleport etc.)
Comments and/or input needed. I'm not scared of critique - quite contrary, I need it!
Thanks in advance,
Zireael
Everything done up until now. It's in Polish, but Google Translate does it's job well:
http://translate.google.com/transla...n&u=treskri.wikidot.com/mechanika-dla-treskri
English translation to come when it's finished (I don't have enough time to keep track of two language versions in development).Main features:
- use of d6
- point buy to determine attributes
- point buy to create character (somewhat like L5R)
- lack of levels
- saving throws as in D&D
- attributes as in D&D, but replaced by the modifiers (i.e +1 to +10 scale, medium is +3)
- Stamina Points representing the character's stamina
- action points instead of the minor/move/full-round
- body parts specified for damage as an optional rule
- 'advantages' bought for XP
- XP given by the DM as he wishes
- some of the more powerful 'advantages' require ranks (a certain number of XP has to be spent earlier)
- no criticals, no random damage dice
- no spell failure
- changed armor check penalties
- advancement paths for given classes
- completely remade skill list
- use for every attribute
- non-combat advantages exist
- tweaked item and equipment prices
- every class (fighter and magic-user to use the AD&D terminology) uses the same system
- every class has access to manevuers (a bit of a cross between Tome of Battle and 4e)
- using manevuers (whether they be spells or not) requires you to be in your deity's favor
- XP price for some potentially unbalancing spells (scry, teleport etc.)
Comments and/or input needed. I'm not scared of critique - quite contrary, I need it!
Thanks in advance,
Zireael
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