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My own RPG [WIP] - input needed


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Also, I'm thinking of making skills (both combat and non-combat) also fit the 1-100 scale. The bonus to the d20 throw would be the number divided by 10. 2 points per 1000 XP spent.
 

Do you think it's better to make a static "1-3 on a d6 is a failure; 4-6 is a success" rule or to sum up the results from the d6s like in L5R?
 

I'm thinking of using several d6s and keeping the numbers and adding a bonus from the 1-100 scale.

Also, I want to detach combat skills from classes/number of "advantages" and I want to reduce "advantages", especially those that only give +x bonus.

In the future, I might consider removing classes altogether.

Therefore, I need help about the dice mechanics. Detaching combat will come next once I have worked out the dice.
 

Decided on using d6s, but without changing the scale. After all, ease is the prime goal of this ruleset....

Renamed "advantages" to "developments" and started pruning them a bit.

Thinking on a new skill list.
 

Also the core problem with Linear Fighter, Quadratic Wizard was the spells. Or more accurately the wizards starting magical, turning cinematic, and going upwards to Exalted. The fighters in 3.X (ignoring the Bo9S) never even turn cinematic.

I know, that's why I wanted to give both warrior types and wizard types same mechanics. Later, I decided I wanted to do a low-magic world, so those cinematic effects require deity favor points.

Also, I intend to separate class and attack (i.e. combat) effectiveness, just making Melee Attack and Ranged Attacks skills.
 


I'll move the travel times to the optional rules.

It was suggested that I put the weight of counting on the DM.

Should I reduce the number of advantages?
 

I'm trying to cut down on the number of classes.
Wizard, rogue, cleric, druid, monk and warrior are here to stay. Is it possible to make all the other classes "advancement paths" of these?
 

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