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<blockquote data-quote="jdrakeh" data-source="post: 9064474" data-attributes="member: 13892"><p>The rules themselves are complete in 12 pages, so I can't give away too much without negating a reason for people to pay (at least) $2 to check them out. The salient points are really spelled out above, but to get a bit more specific:</p><p></p><p>Three classes (if human): Fighting Man, Magic-User, Rogue</p><p></p><p>Three races (if not human): Dwarf, Elf, Wee'un</p><p></p><p>Players define a code for their character to follow. This can be a personal code of honor, a chivalric code of a knightly order, a vow to a deity, or even a fiendish pact brokered with an otherworldly patron. This replaces alignments.</p><p></p><p>Hit Points are based on class/race.</p><p></p><p>Action resolution using a single six-sided die versus target number (high rolls are better, target number can be shifted downward based on a favorable circumstance). Only risky actions and action performed under duress are rolled for.</p><p></p><p>Action Points can be spent in a number of ways (e.g. re-rolling a failed die roll, taking an extra action in combat, etc), including some that are class-specific.</p><p></p><p>All weapons/attacks do 1d6 damage (some spells can do more damage if a Magic-User or Elf uses Action Points to "pump" the spell). </p><p></p><p>Initiative in combat is per "side" (shades of Tunnels & Trolls here).</p><p></p><p>Tabletop movement in combat is measured in inches (miniatures optional).</p><p></p><p>Anybody can use magic if casting from a written source (e.g. scroll, tome, stone tablet, etc). BUT casting a spell must be rolled for like any other risky action. Elves and Magic-Users can cast from memory. There is a list of spells drawn from the mini-setting and inspired by OD&D.</p><p></p><p>Wealth is not tracked in terms of counting coin or scrip, nor by way of a dedicated mechanical rating. Instead, whenever a character wishes to purchase something, be it a good or service, they need to roll 1d6 and produce a specific die result. Harkens back to Conan stories and tales of Lankhmar.</p><p></p><p>There is a detailed system for applying templates to "base" monsters and NPCs to create more challenging encounters. Accompanying these rules is a short bestiary of "base" monsters.</p><p></p><p>There is detailed advice for overland exploration, hirelings, magic items, and using the "rulings not rules" approach to actual play.</p><p></p><p>The $10 pledge level further includes The Kingdom of Kor, a mini-setting, along with a starter adventure (as yet unnamed), plus art, layout, and actual graphic design.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 9064474, member: 13892"] The rules themselves are complete in 12 pages, so I can't give away too much without negating a reason for people to pay (at least) $2 to check them out. The salient points are really spelled out above, but to get a bit more specific: Three classes (if human): Fighting Man, Magic-User, Rogue Three races (if not human): Dwarf, Elf, Wee'un Players define a code for their character to follow. This can be a personal code of honor, a chivalric code of a knightly order, a vow to a deity, or even a fiendish pact brokered with an otherworldly patron. This replaces alignments. Hit Points are based on class/race. Action resolution using a single six-sided die versus target number (high rolls are better, target number can be shifted downward based on a favorable circumstance). Only risky actions and action performed under duress are rolled for. Action Points can be spent in a number of ways (e.g. re-rolling a failed die roll, taking an extra action in combat, etc), including some that are class-specific. All weapons/attacks do 1d6 damage (some spells can do more damage if a Magic-User or Elf uses Action Points to "pump" the spell). Initiative in combat is per "side" (shades of Tunnels & Trolls here). Tabletop movement in combat is measured in inches (miniatures optional). Anybody can use magic if casting from a written source (e.g. scroll, tome, stone tablet, etc). BUT casting a spell must be rolled for like any other risky action. Elves and Magic-Users can cast from memory. There is a list of spells drawn from the mini-setting and inspired by OD&D. Wealth is not tracked in terms of counting coin or scrip, nor by way of a dedicated mechanical rating. Instead, whenever a character wishes to purchase something, be it a good or service, they need to roll 1d6 and produce a specific die result. Harkens back to Conan stories and tales of Lankhmar. There is a detailed system for applying templates to "base" monsters and NPCs to create more challenging encounters. Accompanying these rules is a short bestiary of "base" monsters. There is detailed advice for overland exploration, hirelings, magic items, and using the "rulings not rules" approach to actual play. The $10 pledge level further includes The Kingdom of Kor, a mini-setting, along with a starter adventure (as yet unnamed), plus art, layout, and actual graphic design. [/QUOTE]
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