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Open Game License: P&P, the modular, free-to-all, RPG

I'm not sure I understand everything, but my main wonder is:
why only three abilities?
The other question is: how does protection work?

I'm not seeing any issues with the d4 damage otherwise.
 

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Three abilities: it's a starting point. You can go rules-light, and let the players role-play their way to an interesting game, or you can add abilities, add skills, add perks, and get nitty-gritty with the details.

Protection: if a character has protection (of the right ability), he gets to use it to reduce every (usually) die of damage. Your enemy attacks you with a magical, epic trident. It probably does 1d20+1 Physical damage. Whether you dodge that attack or not, you get to roll your protection to reduce that damage. If your protection roll exceeds the damage roll, the hit still does a minimum of 1 damage. Protection can also be used to reduce Mental damage, but with the special spellcasting usage of Metaphysical points, damage and protection should be highly limited with that ability.
 


Attack and AC are skills. (This is part of what makes the characters so customizable.) There are three physical attack skills, one physical defense skill (parry), and each other ability has a defense skill. Each ability can also have protection.

So you have a choice on how to protect a character's abilities: skill, protection, or high points. And each one has its benefits:

Skill: can protect an ability from all damage, but must continuously increase to meet more skilled opponents.

Protection: reduces damage to an ability, but not below 1. Protection can be acquired by purchase or by perk.

High points: the highest ability score is the one that can take the most damage. But keeping one score high means leaving the other two low.

By the way, the news of D&D 5's class-groups just makes me more excited to play this system (Modos), because I'd rather role-play than work my way through character class hoops and ladders.
 

Into the Woods

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