My totally new system for low-level D&D

  • Thread starter Thread starter Ry
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Ry

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Hi everybody - I've mentioned this in a few other threads - this little D&D-Unisystem hybrid I've put together.

Here's the deal:

Rules-Light (REALLY rules light)
Emulates the first 6 or so levels of D&D
No classes
Point buy character creation
Partially inspired by Cinematic Unisystem (although the core mechanic is more like d20 than CineUni, because there's no success levels).
2d6 is the core mechanic - no other dice are rolled

Oh, the damage mechanic might be a problem. I'm not sure I've struck a balance yet, but we'll see.

Monster, Magic, and Weapon lists are still pending, but the structure for how to import them is already in the document.

Please, any comments would be most welcome. I think I've nailed what I want out of a fantasy game system, take a look and see if you'd want it too.
 

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interesting how you used the law of diminishing returns for skills and stat buying. Pretty simple and straight, although lethal. Nice system.
 

Well, that was easy - actually, the stat buying is 1:1 map to a 30 point buy from the DMG (ignoring the odd ability scores, just focusing on ability modifiers). Since skills and stats are just as important vis-a-vis the core mechanic, I just used the same gradation there as well.
 

Yet you worked that into a variant that makes stats and skill ranks be closely equal in efficiency, that is what i liked the most about it. my problems with 3.X D&D is simply that the power curve is not much far from a straight line. That was not the case in 2nd edition.

It made me think though, why did you choose to have those many derivative stats?
 

Well, the big reason was to bring the stat-based actions in line with (statistically) the skill-based actions. I find it helps me when I'm DMing to have everything on about the same scale - thus, the scale from 1 (beginner) to 12 (totally amazing) is mostly maintained. Moreover, when Stat checks (that is, Derivative Checks) are on the same scale as Skill checks, it means you can pit them against each other - as in Caster Power + WIL vs. Reflex for a Fireball.

Individually:

Fort, Reflex, and Will are obvious, need them for saves.

I always thought Brawn should be a save as well, and I didn't want to make it a skill, since while great strength is somewhat trainable, there is a very large component that is not (as per a Derivative, not a Skill). I want to be able to call out something for "Bust down ye door, fellas!" - and "Make a Brawn Action" seems most appropriate.

Intuition is my "DM Hint" button, and I like having those in every game. Note that the underlying stat (INT) means Intellect, Intuition, or Intelligence, depending on what you're looking for.

Initiative is kind of handy, and I like it being on the same scale as well.

Perception is because I don't see how a "Notice" skill would make sense, and specific skills for Spot and Listen would be too finely differentiated compared to Acrobatics or Melee. Then, if you combine Spot and LIsten, you get... Perception, which already is a Stat. So we have a Derivative for Perception based on that stat.

Sprint is for chase scenes, since my movement mechanic is a lot more loose (as per Unisystem) - you'll note it isn't written into the combat chapter since we usually "Common sense" it.
 

rycanada - by any chance, do you work for a company with the initials of "UTS", down in Georgia? Am asking because when I worked there, I worked with a fellow named Rusty Canada, and IIRC, he sometimes abbreviated his name like your sign-on name. :D

Second question (about your quick system this time hehe) - Why make Perception a derivative, rather than a skill? From the looks of things, a person could never get better at observing.

Also, you could easily roll "Sense Motive" into Perception (just increase the DC for when attempting that particular action). For example, I want to see if that bartender is lying to me, so I make a Perception roll, DC25 (base of DC20 + 5 for trying to read the little clues the bartender is giving off).

The same could/would apply to finding secret doors, etc..
 
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buh, urr... gah... what the?

House rules? But... it's not even d20!

Sigh... now my thread must surely starve...

Anyway, as to Rasyr's questions -
Actually, my name is Ryan, and I'm from Canada.

Also, you can get better at your derivatives using skill points (section 3.4 I think). It's just that your "skill" won't outweight your natural aptitude, since you can only sink 4 points into this bonus.
 

I thought about Intuition all day, and I'm starting to think you're right - making it a Skill that also encompasses Sense Motive. Still haven't decided for perception.
 

Actually, I like this system very much. I've been working on something of my own which is very similiar infact.. Rules lite, moves everything to a Skill.
I've not read Unisystem before (or if I did I can't recall), and I don't seem to find a free version available.

I do like your system though, let me think about it for a bit. ;)
 
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