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Streamlining the d20 system
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<blockquote data-quote="ssmullins" data-source="post: 5229816" data-attributes="member: 27467"><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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).</p><p></p><p>Some attributes have been renamed & a few skills have been folded into them as well.</p><p></p><p>Attributes</p><p>Strength - breaking an object, carrying equipment, climbing, jumping, lifting, swimming</p><p>Agility - balancing, escape grapple, tumbling</p><p>Endurance - hold breath, endure temperatures, ignore hunger/thirst, long distance running & swimming</p><p>Intelligence - number of languages & academics (fields of study)</p><p>Perception - listening, research, sense motives, searching, spotting</p><p>Charisma - make contacts, learn gossip, etc.</p><p></p><p>Skills (ability modifiers if trained)</p><p>CLOSE COMBAT (STR or END) - unarmed or melee attacks</p><p>COMPUTERS (INT or PER) - write or alter programs, bypass securities</p><p>DECEPTION (CHA or INT) - misdirection, forgery, disguise, lying, etc.</p><p>MECHANICS (PER or INT) - locks, traps, explosives, repairs</p><p>PERSUASION (CHA or STR) - diplomacy or intimidation</p><p>RANGED COMBAT (AGL or PER) - any ranged attacks</p><p>STEALTH (AGL or INT) - sneaking, sniping, sleight of hand, etc.</p><p>SURVIVAL (PER or INT) - hunting, foraging, avoiding natural hazards, etc.</p><p>TREAT INJURY (PER or INT) - healing physical or mental trauma</p><p>VEHICLES (AGL or PER) - evasive maneuvers or difficult stunts</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Defenses will be the same: Reflex (seeing if your hit), Fortitude (withstanding poison, etc.), & Will (for Insanity checks) defenses.</p><p></p><p>Any feedback would be welcome.</p></blockquote><p></p>
[QUOTE="ssmullins, post: 5229816, member: 27467"] 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. [/QUOTE]
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