ssmullins
First Post
I'm currently updating the d20 system to fit my upcoming modern day Cthulhu campaign, The Mythos Murders. Here's some of the ideas I've been throwing around.
This will be a classless system where you pick a certain amount of trained skills & feats at 1st level. You get a feat each level thereafter.
Attributes will only be listed as a modifier, thus doing away with the middle man (similar to True20). Also, rolling attributes will depend on the style of your game.
For a more "heroic" horror game, roll 1d6 for each stat. (a roll of 1 gives you a +0 modifier, a roll of 2 would be a +1, up to a roll of 6 giving you a +5 ) A more "realistic" horror campaign would have you rolling 1d10 for each stat. (a roll of 1 gives you a -5, a roll of 2 gives you a -4, up to a result of 10 giving you a +5).
Some attributes have been renamed & a few skills have been folded into them as well.
Attributes
Strength - breaking an object, carrying equipment, climbing, jumping, lifting, swimming
Agility - balancing, escape grapple, tumbling
Endurance - hold breath, endure temperatures, ignore hunger/thirst, long distance running & swimming
Intelligence - number of languages & academics (fields of study)
Perception - listening, research, sense motives, searching, spotting
Charisma - make contacts, learn gossip, etc.
Skills (ability modifiers if trained)
CLOSE COMBAT (STR or END) - unarmed or melee attacks
COMPUTERS (INT or PER) - write or alter programs, bypass securities
DECEPTION (CHA or INT) - misdirection, forgery, disguise, lying, etc.
MECHANICS (PER or INT) - locks, traps, explosives, repairs
PERSUASION (CHA or STR) - diplomacy or intimidation
RANGED COMBAT (AGL or PER) - any ranged attacks
STEALTH (AGL or INT) - sneaking, sniping, sleight of hand, etc.
SURVIVAL (PER or INT) - hunting, foraging, avoiding natural hazards, etc.
TREAT INJURY (PER or INT) - healing physical or mental trauma
VEHICLES (AGL or PER) - evasive maneuvers or difficult stunts
Instead of hit points, the Vitality/Wound Points system will be used. A natural 20 is an automatic hit & critical. The damage will be rolled, & applied to wound points. A natural 1 will be a misfire or dropped weapon, requiring a round to reload or retrieve your weapon. Armor would act as damage reduction.
Instead of using the BRP Sanity rules (which doesn't fit the d20 system), you have Stability & Sanity points which does the same thing vp/wp, but for the mind.
Defenses will be the same: Reflex (seeing if your hit), Fortitude (withstanding poison, etc.), & Will (for Insanity checks) defenses.
Any feedback would be welcome.
This will be a classless system where you pick a certain amount of trained skills & feats at 1st level. You get a feat each level thereafter.
Attributes will only be listed as a modifier, thus doing away with the middle man (similar to True20). Also, rolling attributes will depend on the style of your game.
For a more "heroic" horror game, roll 1d6 for each stat. (a roll of 1 gives you a +0 modifier, a roll of 2 would be a +1, up to a roll of 6 giving you a +5 ) A more "realistic" horror campaign would have you rolling 1d10 for each stat. (a roll of 1 gives you a -5, a roll of 2 gives you a -4, up to a result of 10 giving you a +5).
Some attributes have been renamed & a few skills have been folded into them as well.
Attributes
Strength - breaking an object, carrying equipment, climbing, jumping, lifting, swimming
Agility - balancing, escape grapple, tumbling
Endurance - hold breath, endure temperatures, ignore hunger/thirst, long distance running & swimming
Intelligence - number of languages & academics (fields of study)
Perception - listening, research, sense motives, searching, spotting
Charisma - make contacts, learn gossip, etc.
Skills (ability modifiers if trained)
CLOSE COMBAT (STR or END) - unarmed or melee attacks
COMPUTERS (INT or PER) - write or alter programs, bypass securities
DECEPTION (CHA or INT) - misdirection, forgery, disguise, lying, etc.
MECHANICS (PER or INT) - locks, traps, explosives, repairs
PERSUASION (CHA or STR) - diplomacy or intimidation
RANGED COMBAT (AGL or PER) - any ranged attacks
STEALTH (AGL or INT) - sneaking, sniping, sleight of hand, etc.
SURVIVAL (PER or INT) - hunting, foraging, avoiding natural hazards, etc.
TREAT INJURY (PER or INT) - healing physical or mental trauma
VEHICLES (AGL or PER) - evasive maneuvers or difficult stunts
Instead of hit points, the Vitality/Wound Points system will be used. A natural 20 is an automatic hit & critical. The damage will be rolled, & applied to wound points. A natural 1 will be a misfire or dropped weapon, requiring a round to reload or retrieve your weapon. Armor would act as damage reduction.
Instead of using the BRP Sanity rules (which doesn't fit the d20 system), you have Stability & Sanity points which does the same thing vp/wp, but for the mind.
Defenses will be the same: Reflex (seeing if your hit), Fortitude (withstanding poison, etc.), & Will (for Insanity checks) defenses.
Any feedback would be welcome.