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Community
General Tabletop Discussion
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rough ideas for a COC-style FRPG
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<blockquote data-quote="kengar" data-source="post: 802891" data-attributes="member: 3230"><p>I've been pondering some ideas for a lower power, grittier fantasy game, using some of the rules from CoC d20. here's what I jotted down this morning. Tell me what you all think:</p><p></p><p>[COLOR=sky blue] <strong><u>CoC-Style Fantasy</u></strong></p><p></p><p>--Templates instead of Classes</p><p>--Races: PCs Human only</p><p>--WP/VP-style damage system: Start w/CON in WP, +1d6 (+Modifier*) VP per level </p><p></p><p>* VP modifier = primary Save modifier. i.e If primary Save is Fort., then use CON modifier for VP rolls, if Primary = Reflex, use DEX, If primary = Will, use WIS. This reflects whether you are tougher, quicker, or have more willpower to survive longer in combat.</p><p></p><p>--Toughness feat = + 1 WP </p><p>--Defense Bonus: +1 AC (Competence bonus)/2 levels (starting at 2nd).</p><p>--Healing: Some psychic healing feats and healing magic, usually sympathetic in nature (healer takes some WP or ability damage in process).</p><p>--Sanity rules: Max. SAN = WIS x 5. Lose >1/2 WIS in SAN points at once (within an hour) and go temporarily insane. Drop to 1/2 max. SAN, acquire a mental disorder. 0 SAN means permanently insane (incurable) and character becomes NPC. SAN loss can be (partially) healed by time or powerful psychic/magical intervention</p><p></p><p>--Magic is learned spell by spell. Anyone (with prerequisites) can attempt to learn spells, but certain abilities, feats and skills make successful learning & casting more likely. Each spell has a research DC. Knowldge A(rcana) skill check to learn the spell.</p><p>--Spells are fueled by caster Mana. Mana = INT+CHA. Possible failure can lead to Ability/SAN damage. Each spell has a casting DC. Spellcraft check to cast properly.</p><p>[/COLOR]</p></blockquote><p></p>
[QUOTE="kengar, post: 802891, member: 3230"] I've been pondering some ideas for a lower power, grittier fantasy game, using some of the rules from CoC d20. here's what I jotted down this morning. Tell me what you all think: [COLOR=sky blue] [b][u]CoC-Style Fantasy[/u][/b][u][/u] --Templates instead of Classes --Races: PCs Human only --WP/VP-style damage system: Start w/CON in WP, +1d6 (+Modifier*) VP per level * VP modifier = primary Save modifier. i.e If primary Save is Fort., then use CON modifier for VP rolls, if Primary = Reflex, use DEX, If primary = Will, use WIS. This reflects whether you are tougher, quicker, or have more willpower to survive longer in combat. --Toughness feat = + 1 WP --Defense Bonus: +1 AC (Competence bonus)/2 levels (starting at 2nd). --Healing: Some psychic healing feats and healing magic, usually sympathetic in nature (healer takes some WP or ability damage in process). --Sanity rules: Max. SAN = WIS x 5. Lose >1/2 WIS in SAN points at once (within an hour) and go temporarily insane. Drop to 1/2 max. SAN, acquire a mental disorder. 0 SAN means permanently insane (incurable) and character becomes NPC. SAN loss can be (partially) healed by time or powerful psychic/magical intervention --Magic is learned spell by spell. Anyone (with prerequisites) can attempt to learn spells, but certain abilities, feats and skills make successful learning & casting more likely. Each spell has a research DC. Knowldge A(rcana) skill check to learn the spell. --Spells are fueled by caster Mana. Mana = INT+CHA. Possible failure can lead to Ability/SAN damage. Each spell has a casting DC. Spellcraft check to cast properly. [/COLOR] [/QUOTE]
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