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<blockquote data-quote="jdrakeh" data-source="post: 2737512" data-attributes="member: 13892"><p><span style="font-size: 15px"><strong><u>The Window</u></strong></span></p><p></p><p><span style="font-size: 12px"><strong><u>Character Creation</u></strong></span></p><p></p><p><strong><u>Traits</u></strong></p><p></p><p>By deafult, The Window utilizes 5 basic traits as follow: </p><p></p><ul> <li data-xf-list-type="ul">Strength (Just what it sounds like)<br /> <br /> </li> <li data-xf-list-type="ul">Agility (Again, just what it sounds like)<br /> <br /> </li> <li data-xf-list-type="ul">Health (An abstraction of a character's overall physical health)<br /> <br /> </li> <li data-xf-list-type="ul">Knowledge (A 'catch-all' knowledge skill representing non-specialized knowledge) <br /> <br /> </li> <li data-xf-list-type="ul">Perception (Just what it sounds like)</li> </ul><p></p><p></p><p>Basic traits are those traits that all living creatures in a given settign are assumed to possess. Note that the list may be expanded or trimmed down however you see fit, in order to better model your campaign world. </p><p></p><p><strong><u>Skills</u></strong></p><p></p><p>Skills represent specialized areas of knowledge or training. Choose whatever skills you want for your character (ideally ones that best fit your character concept). All are subject to approval by the Storyteller. </p><p></p><p><strong><u>Assigning ratings to Traits and Skills</u></strong></p><p></p><p>Traits and skills are both rated with die types ranging from d4 (Incredible) to d30 (Poor). For example, a character who suffers from a degenerative muscle disease and is wheelchair bound my have a Health rating of d30 (Poor), while an olympic wieght lifter may have a Strength rating of d8 (High). </p><p></p><p>Assign some a single die type to each trait and skill that your character possesses (again, these will ideally model your character concept). All ratings are subject to Storyteller approval. </p><p></p><p>[Note: There are, despite claims to the contrary, very specific definitions of the adjectives used to describe die types (and, thus, competency levels).]</p><p></p><p><strong><u>Equipment</u></strong></p><p></p><p>There aren't any rules for equipment, as equipment is reduced to the status of 'prop' (much as it is in written fiction or film). When you fire a pistol at somebody in The Window, how much damage you do has more to do with <em>hwo skilled you are</em>, as opposed to <em>how big your gun us</em>. Characters are assuemd to possess equipment, of course - it simply has no real mechanical function (which makes equipemnt a lot of fun in some regards). Define some equipment for your character. </p><p></p><p><span style="font-size: 12px"><strong><u>Doing Stuff</u></strong></span></p><p></p><p><strong><u>Basic Action Resolution</u></strong></p><p></p><p>When you want to do something, roll a single die of the type associated with the trait or skill being tested and beat a difficulty assigned by the Storyteller (you want to roll <em>low</em>). The default difficulty is '6' (Average). The Storyteller may assign a higher difficulty for easier actions, or a lower difficulty for higher actions. For example: </p><p></p><p><em>Your olympic weight lifter is attempting to squat the back end of a small car. He has a High (d8) Strength. The Storyteller decides that this is an above average task, ans so secretly assigns a difficulty fo 4 to the action. You must roll a 4 or less on a d8 to successfully lift the car.</em></p><p></p><p><span style="font-size: 12px"><strong><u>Combat Stuff</u></strong></span></p><p></p><p><strong><u>It's Just Action!</u></strong></p><p></p><p>Seriously - combat actions are resolved just like any other action. The difference between combat action and other action isn't in how many dice you roll or squares you mark off on a board, but in how it's <em>described</em>. </p><p></p><p><strong><u>Getting Hurt</u></strong></p><p></p><p>When you fall down or get struck by a sword in the gut, you'll probably get hurt. Make a Health check per the rules for basic action. If you succeed, nothing happens. If you fail, you reduce your health rating by one die type (i.e., a d6 becomes a d8, a d8 becomes a d10, a d10 becomes a d12, etc) until the damage heals. If your character has a Health rating of d30 and fails this roll, they die. </p><p></p><p><span style="font-size: 12px"><strong><u>Incorporating D&D Spells</u></strong></span></p><p></p><p><strong><u>The Magic Trait</u></strong></p><p></p><p>Expand the list of 5 basic traits to include 'Arcane Magic' or 'Devine MAgic' if you want your character to cast either arcane magic or divine magic. Obviously, what trait you choose (if either) will have a lot to do with what kind of D&D character you're trying to model. </p><p></p><p><strong><u>Casting Magic</u></strong></p><p></p><p>To cast a spell from D&D, make a 'X Magic' trait check per the rules for basic action. The Storyteller will assign a difficulty (8 - D&D Spell Level, disregard results lower than 1) that you must meet or beat to cast a spell. If you succeed, the spell is cast normally. If you fail this roll, the spell is not cast (i.e., it fizzles) and your magic trait rating is reduced by one die type until you rest for 8 hours. </p><p></p><p>[Note: If you repeatedly fail spell casting attempts, lowering your magic trait rating to below d30, you pass out and don't wake up for 8 hours, at which time your trait rating is restored to normal.]</p><p></p><p><span style="font-size: 12px"><strong><u>Where to Get More Window</u></strong></span></p><p></p><p><strong><u>Links To More Window Stuff</u></strong></p><p></p><p>While you can conceivably play a few adventures with the rules presented here, the full rules provide many more options (including character advancement, advice for creating engaging characters, rules for superhuman trait ratings, better magic rules, etc). You can find them <a href="http://www.mimgames.com/window" target="_blank"><strong>here</strong></a>. </p><p></p><p>Additionally, several unique settings and rule expansions (including point-based character creation rules and a Window LARP system) can be found for free download in PDF format at the <a href="http://http://games.groups.yahoo.com/group/windowrpg/" target="_blank"><strong>Yahoo Group</strong></a>. </p><p></p><p><span style="font-size: 12px"><strong><u>Final Notes</u></strong></span></p><p></p><p>The preceding D&D spell conversion rules were written as I typed this post. <em>This</em> is why I love the Window - because it's <em>rediculously</em> easy to mold it to any setting that you can think of. I could have gone the extra mile and made spell casting automatic (i.e., not trait-based) as D&D does, but that really doesn't require much conversion - and besides, I like trait-based magic <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>Have fun with this sawed off 20-Minute Fantasy Window. Download the whole thing if you have fun with these cut-down, fan-created, rules (it's a lot better).</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 2737512, member: 13892"] [size=4][b][u]The Window[/u][/b][/size] [size=3][b][u]Character Creation[/u][/b][/size] [b][u]Traits[/u][/b] By deafult, The Window utilizes 5 basic traits as follow: [list][*]Strength (Just what it sounds like) [*]Agility (Again, just what it sounds like) [*]Health (An abstraction of a character's overall physical health) [*]Knowledge (A 'catch-all' knowledge skill representing non-specialized knowledge) [*]Perception (Just what it sounds like)[/list] Basic traits are those traits that all living creatures in a given settign are assumed to possess. Note that the list may be expanded or trimmed down however you see fit, in order to better model your campaign world. [b][u]Skills[/u][/b] Skills represent specialized areas of knowledge or training. Choose whatever skills you want for your character (ideally ones that best fit your character concept). All are subject to approval by the Storyteller. [b][u]Assigning ratings to Traits and Skills[/u][/b] Traits and skills are both rated with die types ranging from d4 (Incredible) to d30 (Poor). For example, a character who suffers from a degenerative muscle disease and is wheelchair bound my have a Health rating of d30 (Poor), while an olympic wieght lifter may have a Strength rating of d8 (High). Assign some a single die type to each trait and skill that your character possesses (again, these will ideally model your character concept). All ratings are subject to Storyteller approval. [Note: There are, despite claims to the contrary, very specific definitions of the adjectives used to describe die types (and, thus, competency levels).] [b][u]Equipment[/u][/b] There aren't any rules for equipment, as equipment is reduced to the status of 'prop' (much as it is in written fiction or film). When you fire a pistol at somebody in The Window, how much damage you do has more to do with [i]hwo skilled you are[/i], as opposed to [i]how big your gun us[/i]. Characters are assuemd to possess equipment, of course - it simply has no real mechanical function (which makes equipemnt a lot of fun in some regards). Define some equipment for your character. [size=3][b][u]Doing Stuff[/u][/b][u][/u][/size] [b][u]Basic Action Resolution[/u][/b][u][/u] When you want to do something, roll a single die of the type associated with the trait or skill being tested and beat a difficulty assigned by the Storyteller (you want to roll [i]low[/i]). The default difficulty is '6' (Average). The Storyteller may assign a higher difficulty for easier actions, or a lower difficulty for higher actions. For example: [i]Your olympic weight lifter is attempting to squat the back end of a small car. He has a High (d8) Strength. The Storyteller decides that this is an above average task, ans so secretly assigns a difficulty fo 4 to the action. You must roll a 4 or less on a d8 to successfully lift the car.[/i] [size=3][b][u]Combat Stuff[/u][/b][/size] [b][u]It's Just Action![/u][/b] Seriously - combat actions are resolved just like any other action. The difference between combat action and other action isn't in how many dice you roll or squares you mark off on a board, but in how it's [i]described[/i]. [b][u]Getting Hurt[/u][/b] When you fall down or get struck by a sword in the gut, you'll probably get hurt. Make a Health check per the rules for basic action. If you succeed, nothing happens. If you fail, you reduce your health rating by one die type (i.e., a d6 becomes a d8, a d8 becomes a d10, a d10 becomes a d12, etc) until the damage heals. If your character has a Health rating of d30 and fails this roll, they die. [size=3][b][u]Incorporating D&D Spells[/u][/b][/size] [b][u]The Magic Trait[/u][/b][u][/u] Expand the list of 5 basic traits to include 'Arcane Magic' or 'Devine MAgic' if you want your character to cast either arcane magic or divine magic. Obviously, what trait you choose (if either) will have a lot to do with what kind of D&D character you're trying to model. [b][u]Casting Magic[/u][/b] To cast a spell from D&D, make a 'X Magic' trait check per the rules for basic action. The Storyteller will assign a difficulty (8 - D&D Spell Level, disregard results lower than 1) that you must meet or beat to cast a spell. If you succeed, the spell is cast normally. If you fail this roll, the spell is not cast (i.e., it fizzles) and your magic trait rating is reduced by one die type until you rest for 8 hours. [Note: If you repeatedly fail spell casting attempts, lowering your magic trait rating to below d30, you pass out and don't wake up for 8 hours, at which time your trait rating is restored to normal.] [size=3][b][u]Where to Get More Window[/u][/b][/size] [b][u]Links To More Window Stuff[/u][/b] While you can conceivably play a few adventures with the rules presented here, the full rules provide many more options (including character advancement, advice for creating engaging characters, rules for superhuman trait ratings, better magic rules, etc). You can find them [url=http://www.mimgames.com/window][b]here[/b][/url]. Additionally, several unique settings and rule expansions (including point-based character creation rules and a Window LARP system) can be found for free download in PDF format at the [url=http://http://games.groups.yahoo.com/group/windowrpg/][b]Yahoo Group[/b][/url]. [size=3][b][u]Final Notes[/u][/b][/size] The preceding D&D spell conversion rules were written as I typed this post. [i]This[/i] is why I love the Window - because it's [i]rediculously[/i] easy to mold it to any setting that you can think of. I could have gone the extra mile and made spell casting automatic (i.e., not trait-based) as D&D does, but that really doesn't require much conversion - and besides, I like trait-based magic ;) Have fun with this sawed off 20-Minute Fantasy Window. Download the whole thing if you have fun with these cut-down, fan-created, rules (it's a lot better). [/QUOTE]
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