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My totally new system for low-level D&D
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<blockquote data-quote="RandomUsernamehmimo71" data-source="post: 2164496" data-attributes="member: 9051"><p>For comparison, and hopefully improvement of both our systems, I'm including my working notes here. </p><p>I don't have Magic to a point I'm Happy with it yet, but it works on the same sort of system as the rest of it. Skills. I'll include it later if you're interested.</p><p></p><p></p><p>I'm working on creating a system that I can use in my personal games, and if anyone else is interested in, I'd be happy to share <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The design goals are as follows</p><p></p><p>* Be familiar to D20 players (my audiance)</p><p>* Allow for a Grim & Gritty style of combat </p><p>* Be openended and have no required classes- Allow everyone access to everything</p><p>* Allow for a Fast and Quick gameplay </p><p></p><p>I'm a fan of the D6 system, and I think that in many contexts it's a great way of doing a fast and loose game. But I think we can work with the design a little bit, to make things more D20 esque, and come away with something worthwhile.</p><p></p><p></p><p></p><p>Now, this first thing is the Core mechanic. I think we can safely adopt the Code D20 idea of-</p><p></p><p>Roll 1d20.</p><p>Add Stat modifier</p><p>Add Skill modifier</p><p>Hit Target DC</p><p></p><p>to allow for a very familiar feeling game. That's easy enough to do, and it provides us a great base to work with. We know what we're doing, we know the way it scales with DC, and people are familiar with it.</p><p>Great.</p><p></p><p>Next up, Skills.</p><p></p><p>What I want to do with this system is to make Everything a skill, Ala D6. By that, I mean that Attacking, Defending, and Saving throws are skills as well. This doesn't pose as many problems as I initially thought.</p><p></p><p>Now, the problem with "Everything is a skill" is that you need to worry about balance. Some skills quickly become two powerful. </p><p>For instance, a "Base Attack Bonus" skill, would never fly. It would Instantly be the highest skill for too many people.</p><p>But Seperate skills for each Weapon Group.. /That/'s do-able.</p><p></p><p>Now with Defense, we can keep that as a single skill, but we want to avoid having people uber-specialized.</p><p></p><p>D20 does that by forcing people to take a number of skills at once, aka, a level. Additionally, they have Skill caps.</p><p></p><p>I don't think that's a great soltution.. I'm more influenced by the way D6 deals with the problem. Progressivly increasing the costs, to discourage, but still allow, people to do so.</p><p></p><p>D6 does this by increasing the cost by 1 for each die.... The obvious parralel in D20 would be to increase by 1 per rank.. But that increases too quickly.</p><p>What we Can do though, is every 3. In some ways, that works out to average with the SW system anyway.. The average on a Die is 3.5.. This is an increase at about the same time.</p><p></p><p>So what that means, is that initial ranks are cheaper, later ranks are more expensive. People are encouraged to spread out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Ranks 1-3 cost 1</p><p>Ranks 4-6 cost 2</p><p>Ranks 7-9 cost 3</p><p>Ranks 10-12 cost 4</p><p>Ranks 13-15 cost 5</p><p>Ranks 16-18 cost 6</p><p>Ranks 19-21 cost 7</p><p></p><p>Perfect. Now, all we need are the actuall skills. Here, however, we have the question of whether or not to allow specialization. D6 allows it, but the question is, can you keep it balanced?</p><p>This is part of the Equation that I'm not sure about yet. It would seem, initially, like a good prospect. Giving a subskill allows us to get greater beniefit in one area, at the expense of generality. But when I talked it over with some of my friends, they seemed to think that putting skill points in a subskill would be "Wasted" skill points. The reason for that is as follows-</p><p>If a skill gives 3:1 sub-skill points for each skill for instance, we have "used skill points non-optimumly. </p><p>Let's look at an example skill below. While a skill could, in theory, have any number of subskills, Let's give this one 4.</p><p></p><p>SkillNAME</p><p>____Sub1</p><p>____Sub2</p><p>____Sub3</p><p>____Sub4</p><p></p><p>If you spend 1 skillpoint to increase Sub1-3, you've wasted it. It could have gone just as easily to increase SkillNAME, and then Sub4 wouldn't be left out.</p><p>If you put all the ranks into Sub1, then again, You could have put that skillpoint into SkillName, and gotten an increase to Everything, eventually. </p><p></p><p>Their contention is that it would almost always be better to just increase SkillNAME, rather than specializing.</p><p></p><p>And that's fair. But how do we solve that problem?</p><p>The thought that I have right now is to say that ranks in Subskills start the rank count over again. What I mean by that is- Let's say you have 10 ranks in SkillNAME. Taking rank 11 would cost you 4 skillpoints. However, if you instead put those 4 ranks into subskills, you could either increase one skill 4 times, or increase 4 skills once.</p><p>You would "Come out even", by my estimation of their math.</p><p>So Subskills become not only worthwhile, but a Good proposition after 10 ranks. By the time you have 20 ranks in a skill, putting the ranks into a subskill instead is a Very viable choice, but not an overwhelmingly good one.</p><p></p><p>This is the part the of the system I'm the least sure of, but I think that in practice it would end up working well.</p><p></p><p></p><p></p><p></p><p>After doing this, we still have a crucial question. How much damage can we take before we die?</p><p>Now, in D&D, it's an easy question. You can take your Hitpoints in damage, and then you're dying.</p><p></p><p>I think we can be a little more spread out. We introduce a Stamina skill.</p><p>When a character takes damage, they have to roll stamina with a DC of the amount of damage they've taken since they were last healed.</p><p>Instead of counting down Hitpoints, we can count UP damage.</p><p></p><p>An example of how this would work is as follows-</p><p></p><p><em>Dancin the thug is heading down the street, looking for some action. He's in a bad part of town, and he knows it. There could be a bastard behind every garbage can, and with his luck, probably cops, just waiting for him to screw it all up.</em></p><p><em>What a way to start the day.</em></p><p>Out of the corner of his eye, he sees something, a flash of light.. And he's hit.</p><p>He takes a bullet, for 5 points of damge. He records that on his sheet under "Damage taken", and makes a DC 5 stamina check. </p><p>He easily passes it.</p><p></p><p>He tries to hide, to dodge, to get away, but it's not working. He takes another bullet to the side.. A well placed hit, that does a whole 8 points of damage. </p><p>He makes a DC 13 Stamina check, and passes, but it's a close one.</p><p></p><p>He shoots the guy who did this to him, and does 7 points of damage with his heavy revolver. The guy who's hit rolls a one, adds up his 5 ranks in stamina.. And it isn't enough. He dies with a single shot.</p><p></p><p>Out here is hit again, this time for 6 points of damage, bringing his total to 19. He rolls again, but just can't quite make the DC.. Slowly, he staggers for a few seconds, before slipping into unconsciousness.</p><p></p><p>It creates an interesting dynamic where a character might be able to live through 6 shots of a pistol.. Or might die after he bleeds too much from one.</p><p>That to me seems very realistic, and yet still fun.</p><p></p><p>The nice thing is, if you want a more cinematic game, with less chance of dying on one hit, that's easy to do.</p><p>Require multiple failed Stamina checks.</p><p>For instance, in our new example, Dancin could be given 3 wound boxes.</p><p>[ ] Light (-2 to all skills)</p><p>[ ] Medium (-6 to all skills)</p><p>[ ] Heavy (-8 to all skills)</p><p></p><p>Each time he fails a Stamina check, the player crosses off a box. Dancin takes his first bad hit, and he becomes lightly wounded. He knows that his damage DC is still high, so he's likely to fail more checks, so he better get out of there ASAP. He turns, dodging, and starting jump back into his car, and he's hit again, for only 1 hitpoints.</p><p>Unfortunately, since he's been hit so much already, his DC is 20. He doesn't make it successfully.</p><p>He crosses off the second damage box, and dives into the car, hastily escaping while Heavily wounded.</p><p></p><p>It makes the game more cinematic, if that's the feel you're going for.</p><p></p><p>That brings us to to the skills themselves. I've tried to keep them fairly similiar to classic D20 skills, and while that might be a knock against the system, it keeps my players from getting lost.</p><p>The other thing is that it's trivial to swap out Skills. You can easily add or change your own. </p><p></p><p>I've reduced the classic D&D abilities, from 6 to 5, by combining Strength and Con, into a stat called Body. The Reason for this is because there weren't enough skills to make both viable options in an entirely Skill-based game. </p><p>I looked into breaking apart Dexterity into Dex and Agility, so it was less of a powerful stat, but I think that by creating a single Body stat, they become fairly well balanced.</p><p></p><p>You can use Classical D&D progression (1-18) if you want to feel familiar, but I find it elegant to simply break it to be a bonus-like number.</p><p></p><p>A character could have a stat from 1-5, which is added to the approriate skill checks.</p><p>These numbers can be chosen at the beginning of the game, with a system similiar to D20 point buy.</p><p></p><p>30 points to choose from, costs are as below.</p><p>1 1</p><p>2 3</p><p>3 6</p><p>4 10</p><p>5 15</p><p>I'm not wed to any of these numbers, but I think the idea of an increasingly costly scale is importaint, for the same reason it is in Skills.</p><p></p><p>Athletics</p><p>____Jump</p><p>____Swim</p><p>____Climb</p><p>____Run</p><p>____Balance</p><p>____Sport (pick one)</p><p>____Tumble</p><p>Animal Handling</p><p>____Ride</p><p>____Train</p><p>____Calm</p><p>____Care</p><p>Craft/Repair (Pick One)</p><p>____Armor</p><p>____Ale</p><p>____Swords</p><p>____Sculpting</p><p>____Sewing</p><p>____....</p><p>Deception</p><p>____Disguise</p><p>____Innuendo</p><p>____Bluff</p><p>____Forgery</p><p>____Throw Voice/Ventriloquism</p><p>Finesse</p><p>____Escape Artist</p><p>____Pick Pockets</p><p>____Juggling</p><p>____Slight of Hand</p><p>Investigation</p><p>____Interrogate</p><p>____Forensics</p><p>____Research</p><p>____Puzzle/Riddle</p><p>____Decipher Script</p><p>____Cryptography</p><p>____Detect Lie</p><p>____Appraise</p><p>Knowledge (Pick One)</p><p>____Engineering</p><p>____Ettique</p><p>____Occult</p><p>____Law (pick region or race)</p><p>____Local (Pick One)</p><p>____....</p><p>Linguistics (Pick One)</p><p>____Orc</p><p>____Goblin</p><p>____Kobold</p><p>____Spanish</p><p>____Japanese</p><p>____....</p><p>Medicine</p><p>____Herbalism</p><p>____Surgery</p><p>____Field Medicine</p><p>____Veterinary Medicine</p><p>____Revive (Unconscious, CPR...)</p><p>Perception</p><p>____Listen</p><p>____Search</p><p>____Spot</p><p>____Track</p><p>____Sniff</p><p>Perform</p><p>____Sing</p><p>____Oratory</p><p>____Instrument (type)</p><p>____Dance</p><p>Persuasion</p><p>____Intimidate</p><p>____Haggle</p><p>____Seduce</p><p>____Inspire</p><p>____Diplomacy (Charm)</p><p>____Sense Motive</p><p>Stealth</p><p>____Hide</p><p>____Move Silently</p><p>____Camouflage</p><p>Survival</p><p>____Use Rope</p><p>____Firebuilding</p><p>____Shelter</p><p>____Foraging (Identify safe food/water?)</p><p>____Hunting</p><p>____Fishing</p><p>____Navigation / Direction Sense</p><p>____Weather Sense</p><p>Tinkering</p><p>____Engineering</p><p>____Create/Disable Trap</p><p>____Create/Open Lock</p><p>____Repair/Disable Device</p><p>____Quick Fix ("Jerryrigging")</p><p>Vocation (Pick One)</p><p>____Barber</p><p>____Sailor</p><p>____Merchant</p><p></p><p></p><p>Reflex</p><p>____Evade (Dodge Spells)</p><p>____Deflect (Dodge attacks)</p><p>____Initiative </p><p>Fortitude </p><p>____Concentration </p><p>____Endurance</p><p>____Stamina (Resist Damage)</p><p>Will Power</p><p>____Mental Defense</p><p>____Sanity (Make horror checks)</p><p>____Concentration</p><p></p><p></p><p></p><p>Unarmed Combat</p><p>____Brawling</p><p>____Indiscriminate Grappling</p><p>____Martial Art (choose)</p><p></p><p>Knives</p><p>____Dagger</p><p>____Dirk/Shank</p><p>____Saex/Bowie Knife</p><p>____Letter opener</p><p></p><p>Slashing Swords</p><p>____Oriental sword (Katana, Wakazashi, ninjato...)</p><p>____European sword (long, broad, gladius)</p><p>____Sarecen sword (scimitar, sabre, cutlass, khopesh)</p><p></p><p>Great Swords</p><p>____European great sword (claymore, bastard sword)</p><p>____Oriental great sword (nodaichi...)</p><p></p><p>Piercing Swords</p><p>____Rapier</p><p>____Epee/Foil</p><p>____Main-gauche</p><p>____Sai</p><p>____Fencing</p><p></p><p>Crushing Weapons</p><p>____Mace (morning star, flanged mace, sap)</p><p>____Staff (quarter, bo, short staff, three-part-staff)</p><p>____Hammer (smith's hammer, warhammer)</p><p>____Sticks (nightstick, escrima)</p><p></p><p>Hatchets & Axes</p><p>____Hand Axe (hatchet...)</p><p>____Single-Bladed Axe (woodsman's axe, executioners' axe)</p><p>____Double-Bladed Axe (war axe)</p><p>____Throwing Axe</p><p></p><p>Spears</p><p>____Spear (Pike)</p><p>____Spear, Throwing (Javelin)</p><p>____Forks (War Fork, Pitchfork, Salad Fork)</p><p></p><p>Whips & Chains</p><p>____Bullwhips (Horse whip)</p><p>____Multi-tailed whip (Cat of 9 Tails)</p><p>____Flail (chain whip, ball & chain, nunchaku)</p><p></p><p>Polearms</p><p>____Poleaxe (glaive, naginata, halberd...)</p><p>____Polehammer (lucerne hammer...)</p><p>____Dismounter (Mancatcher, lajatang)</p><p>____Lance </p><p>____Scythe/Sickle</p><p></p><p>Darts</p><p>____Dart </p><p>____Shuriken / Throwing Knife</p><p>____Chinese Star</p><p>____Needle</p><p></p><p>Bows</p><p>____Long bow</p><p>____Recurve bow</p><p>____Compound bow</p><p></p><p>Pistols</p><p>____Hand crossbow</p><p>____Rope gun </p><p>____Revolver (Magnum)</p><p>____Blaster Pistol</p><p>____Semi-Automatic (9MM)</p><p>____Full Automatic (Uzi)</p><p>____Tazer Gun</p><p></p><p>Rifles</p><p>____Heavy crossbow</p><p>____Repeating crossbow</p><p>____Blaster rifle</p><p>____Rifle</p><p>____Musket</p><p>____Automatic (M16, AK-47)</p><p>____Arquebus</p><p></p><p>Artillery</p><p>____Grenade Launcher/RPG</p><p>____Canister Gun (Tear gas, etc.)</p><p>____Rocket launcher (bazooka, Stinger, Nikita)</p><p></p><p>Explosives</p><p>____Plastique (C4, Semtex)</p><p>____Mines (Land mines, claymores)</p><p>____Gunpowder bomb</p><p>____Mining explosives (Dynamite)</p><p></p><p>Siege Weaponry</p><p>____Trebuchet</p><p>____Ballista</p><p>____Catapult</p></blockquote><p></p>
[QUOTE="RandomUsernamehmimo71, post: 2164496, member: 9051"] For comparison, and hopefully improvement of both our systems, I'm including my working notes here. I don't have Magic to a point I'm Happy with it yet, but it works on the same sort of system as the rest of it. Skills. I'll include it later if you're interested. I'm working on creating a system that I can use in my personal games, and if anyone else is interested in, I'd be happy to share ;) The design goals are as follows * Be familiar to D20 players (my audiance) * Allow for a Grim & Gritty style of combat * Be openended and have no required classes- Allow everyone access to everything * Allow for a Fast and Quick gameplay I'm a fan of the D6 system, and I think that in many contexts it's a great way of doing a fast and loose game. But I think we can work with the design a little bit, to make things more D20 esque, and come away with something worthwhile. Now, this first thing is the Core mechanic. I think we can safely adopt the Code D20 idea of- Roll 1d20. Add Stat modifier Add Skill modifier Hit Target DC to allow for a very familiar feeling game. That's easy enough to do, and it provides us a great base to work with. We know what we're doing, we know the way it scales with DC, and people are familiar with it. Great. Next up, Skills. What I want to do with this system is to make Everything a skill, Ala D6. By that, I mean that Attacking, Defending, and Saving throws are skills as well. This doesn't pose as many problems as I initially thought. Now, the problem with "Everything is a skill" is that you need to worry about balance. Some skills quickly become two powerful. For instance, a "Base Attack Bonus" skill, would never fly. It would Instantly be the highest skill for too many people. But Seperate skills for each Weapon Group.. /That/'s do-able. Now with Defense, we can keep that as a single skill, but we want to avoid having people uber-specialized. D20 does that by forcing people to take a number of skills at once, aka, a level. Additionally, they have Skill caps. I don't think that's a great soltution.. I'm more influenced by the way D6 deals with the problem. Progressivly increasing the costs, to discourage, but still allow, people to do so. D6 does this by increasing the cost by 1 for each die.... The obvious parralel in D20 would be to increase by 1 per rank.. But that increases too quickly. What we Can do though, is every 3. In some ways, that works out to average with the SW system anyway.. The average on a Die is 3.5.. This is an increase at about the same time. So what that means, is that initial ranks are cheaper, later ranks are more expensive. People are encouraged to spread out ;) Ranks 1-3 cost 1 Ranks 4-6 cost 2 Ranks 7-9 cost 3 Ranks 10-12 cost 4 Ranks 13-15 cost 5 Ranks 16-18 cost 6 Ranks 19-21 cost 7 Perfect. Now, all we need are the actuall skills. Here, however, we have the question of whether or not to allow specialization. D6 allows it, but the question is, can you keep it balanced? This is part of the Equation that I'm not sure about yet. It would seem, initially, like a good prospect. Giving a subskill allows us to get greater beniefit in one area, at the expense of generality. But when I talked it over with some of my friends, they seemed to think that putting skill points in a subskill would be "Wasted" skill points. The reason for that is as follows- If a skill gives 3:1 sub-skill points for each skill for instance, we have "used skill points non-optimumly. Let's look at an example skill below. While a skill could, in theory, have any number of subskills, Let's give this one 4. SkillNAME ____Sub1 ____Sub2 ____Sub3 ____Sub4 If you spend 1 skillpoint to increase Sub1-3, you've wasted it. It could have gone just as easily to increase SkillNAME, and then Sub4 wouldn't be left out. If you put all the ranks into Sub1, then again, You could have put that skillpoint into SkillName, and gotten an increase to Everything, eventually. Their contention is that it would almost always be better to just increase SkillNAME, rather than specializing. And that's fair. But how do we solve that problem? The thought that I have right now is to say that ranks in Subskills start the rank count over again. What I mean by that is- Let's say you have 10 ranks in SkillNAME. Taking rank 11 would cost you 4 skillpoints. However, if you instead put those 4 ranks into subskills, you could either increase one skill 4 times, or increase 4 skills once. You would "Come out even", by my estimation of their math. So Subskills become not only worthwhile, but a Good proposition after 10 ranks. By the time you have 20 ranks in a skill, putting the ranks into a subskill instead is a Very viable choice, but not an overwhelmingly good one. This is the part the of the system I'm the least sure of, but I think that in practice it would end up working well. After doing this, we still have a crucial question. How much damage can we take before we die? Now, in D&D, it's an easy question. You can take your Hitpoints in damage, and then you're dying. I think we can be a little more spread out. We introduce a Stamina skill. When a character takes damage, they have to roll stamina with a DC of the amount of damage they've taken since they were last healed. Instead of counting down Hitpoints, we can count UP damage. An example of how this would work is as follows- [i]Dancin the thug is heading down the street, looking for some action. He's in a bad part of town, and he knows it. There could be a bastard behind every garbage can, and with his luck, probably cops, just waiting for him to screw it all up. What a way to start the day.[/i] Out of the corner of his eye, he sees something, a flash of light.. And he's hit. He takes a bullet, for 5 points of damge. He records that on his sheet under "Damage taken", and makes a DC 5 stamina check. He easily passes it. He tries to hide, to dodge, to get away, but it's not working. He takes another bullet to the side.. A well placed hit, that does a whole 8 points of damage. He makes a DC 13 Stamina check, and passes, but it's a close one. He shoots the guy who did this to him, and does 7 points of damage with his heavy revolver. The guy who's hit rolls a one, adds up his 5 ranks in stamina.. And it isn't enough. He dies with a single shot. Out here is hit again, this time for 6 points of damage, bringing his total to 19. He rolls again, but just can't quite make the DC.. Slowly, he staggers for a few seconds, before slipping into unconsciousness. It creates an interesting dynamic where a character might be able to live through 6 shots of a pistol.. Or might die after he bleeds too much from one. That to me seems very realistic, and yet still fun. The nice thing is, if you want a more cinematic game, with less chance of dying on one hit, that's easy to do. Require multiple failed Stamina checks. For instance, in our new example, Dancin could be given 3 wound boxes. [ ] Light (-2 to all skills) [ ] Medium (-6 to all skills) [ ] Heavy (-8 to all skills) Each time he fails a Stamina check, the player crosses off a box. Dancin takes his first bad hit, and he becomes lightly wounded. He knows that his damage DC is still high, so he's likely to fail more checks, so he better get out of there ASAP. He turns, dodging, and starting jump back into his car, and he's hit again, for only 1 hitpoints. Unfortunately, since he's been hit so much already, his DC is 20. He doesn't make it successfully. He crosses off the second damage box, and dives into the car, hastily escaping while Heavily wounded. It makes the game more cinematic, if that's the feel you're going for. That brings us to to the skills themselves. I've tried to keep them fairly similiar to classic D20 skills, and while that might be a knock against the system, it keeps my players from getting lost. The other thing is that it's trivial to swap out Skills. You can easily add or change your own. I've reduced the classic D&D abilities, from 6 to 5, by combining Strength and Con, into a stat called Body. The Reason for this is because there weren't enough skills to make both viable options in an entirely Skill-based game. I looked into breaking apart Dexterity into Dex and Agility, so it was less of a powerful stat, but I think that by creating a single Body stat, they become fairly well balanced. You can use Classical D&D progression (1-18) if you want to feel familiar, but I find it elegant to simply break it to be a bonus-like number. A character could have a stat from 1-5, which is added to the approriate skill checks. These numbers can be chosen at the beginning of the game, with a system similiar to D20 point buy. 30 points to choose from, costs are as below. 1 1 2 3 3 6 4 10 5 15 I'm not wed to any of these numbers, but I think the idea of an increasingly costly scale is importaint, for the same reason it is in Skills. Athletics ____Jump ____Swim ____Climb ____Run ____Balance ____Sport (pick one) ____Tumble Animal Handling ____Ride ____Train ____Calm ____Care Craft/Repair (Pick One) ____Armor ____Ale ____Swords ____Sculpting ____Sewing ____.... Deception ____Disguise ____Innuendo ____Bluff ____Forgery ____Throw Voice/Ventriloquism Finesse ____Escape Artist ____Pick Pockets ____Juggling ____Slight of Hand Investigation ____Interrogate ____Forensics ____Research ____Puzzle/Riddle ____Decipher Script ____Cryptography ____Detect Lie ____Appraise Knowledge (Pick One) ____Engineering ____Ettique ____Occult ____Law (pick region or race) ____Local (Pick One) ____.... Linguistics (Pick One) ____Orc ____Goblin ____Kobold ____Spanish ____Japanese ____.... Medicine ____Herbalism ____Surgery ____Field Medicine ____Veterinary Medicine ____Revive (Unconscious, CPR...) Perception ____Listen ____Search ____Spot ____Track ____Sniff Perform ____Sing ____Oratory ____Instrument (type) ____Dance Persuasion ____Intimidate ____Haggle ____Seduce ____Inspire ____Diplomacy (Charm) ____Sense Motive Stealth ____Hide ____Move Silently ____Camouflage Survival ____Use Rope ____Firebuilding ____Shelter ____Foraging (Identify safe food/water?) ____Hunting ____Fishing ____Navigation / Direction Sense ____Weather Sense Tinkering ____Engineering ____Create/Disable Trap ____Create/Open Lock ____Repair/Disable Device ____Quick Fix ("Jerryrigging") Vocation (Pick One) ____Barber ____Sailor ____Merchant Reflex ____Evade (Dodge Spells) ____Deflect (Dodge attacks) ____Initiative Fortitude ____Concentration ____Endurance ____Stamina (Resist Damage) Will Power ____Mental Defense ____Sanity (Make horror checks) ____Concentration Unarmed Combat ____Brawling ____Indiscriminate Grappling ____Martial Art (choose) Knives ____Dagger ____Dirk/Shank ____Saex/Bowie Knife ____Letter opener Slashing Swords ____Oriental sword (Katana, Wakazashi, ninjato...) ____European sword (long, broad, gladius) ____Sarecen sword (scimitar, sabre, cutlass, khopesh) Great Swords ____European great sword (claymore, bastard sword) ____Oriental great sword (nodaichi...) Piercing Swords ____Rapier ____Epee/Foil ____Main-gauche ____Sai ____Fencing Crushing Weapons ____Mace (morning star, flanged mace, sap) ____Staff (quarter, bo, short staff, three-part-staff) ____Hammer (smith's hammer, warhammer) ____Sticks (nightstick, escrima) Hatchets & Axes ____Hand Axe (hatchet...) ____Single-Bladed Axe (woodsman's axe, executioners' axe) ____Double-Bladed Axe (war axe) ____Throwing Axe Spears ____Spear (Pike) ____Spear, Throwing (Javelin) ____Forks (War Fork, Pitchfork, Salad Fork) Whips & Chains ____Bullwhips (Horse whip) ____Multi-tailed whip (Cat of 9 Tails) ____Flail (chain whip, ball & chain, nunchaku) Polearms ____Poleaxe (glaive, naginata, halberd...) ____Polehammer (lucerne hammer...) ____Dismounter (Mancatcher, lajatang) ____Lance ____Scythe/Sickle Darts ____Dart ____Shuriken / Throwing Knife ____Chinese Star ____Needle Bows ____Long bow ____Recurve bow ____Compound bow Pistols ____Hand crossbow ____Rope gun ____Revolver (Magnum) ____Blaster Pistol ____Semi-Automatic (9MM) ____Full Automatic (Uzi) ____Tazer Gun Rifles ____Heavy crossbow ____Repeating crossbow ____Blaster rifle ____Rifle ____Musket ____Automatic (M16, AK-47) ____Arquebus Artillery ____Grenade Launcher/RPG ____Canister Gun (Tear gas, etc.) ____Rocket launcher (bazooka, Stinger, Nikita) Explosives ____Plastique (C4, Semtex) ____Mines (Land mines, claymores) ____Gunpowder bomb ____Mining explosives (Dynamite) Siege Weaponry ____Trebuchet ____Ballista ____Catapult [/QUOTE]
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