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The Shattered Lands: A simple d20 fantasy heartbreaker
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<blockquote data-quote="Meatboy" data-source="post: 6151946" data-attributes="member: 40857"><p>The Shattered Lands are my attempt at making a simple and easy to play fantasy rpg based off the OGL. Originally this had been pet project attempting to pare the core 3.5 books down to something under 50 pages. The things I found out is that in my attempt to condense things I had to rewrite some stuff and look at some things in different ways. This has led to something that is becoming different enough that I decided to slap a name on it and let others take a look. I made a barebones setting to go along with my rules, a fallen empire setting, and called it the Shattered Lands. I honestly made the setting just so I could avoid a name like blah blah blah D20 or something AND something. </p><p></p><p>This thread is a place where I can lay out my ideas and hopefully entice me to finish everything. I look foward to questions and criticisms and discussion is welcome. Hopefully I can even throw a few pictures in here to.</p><p></p><p><strong>Design Goals and Features/Differences</strong></p><p><strong></strong></p><p>-The biggest goal I have is to make a game that allows for fast flexible character generation, rules which evoke the feeling of 3.x but to keep the page count to a minimum.</p><p>-There are as of now 4 classes Fighter, Wizard, Thief, Cleric and I am thinking to add Bard, Monk or Elf, Dwarf, Halfling.</p><p></p><p>-Classes lack a progession. They all start with a base suite of abilities that allow them to fulfill their role but after that they only gain a small bonus to their main thing and feat every level.</p><p></p><p>-Feats are everything. I tried to make it so that feats are all worth taking and add new things to a class and I tried to eliminate feat trees so that characters can, especially fighters can start doing cool things as soon as possible.</p><p></p><p>-Simple equipment. Instead of long lists of weapons and armor I just went with categories. So long sword, battle axe, mace and the like are all now one handed weapons all with the same mechanics and cost. Same sort of thing with armor three categories light, medium and heavy with associated bonuses and draw backs.</p><p></p><p>-no proficiencies. Thats right none. Any one can use anything but most of the time characters will be using "traditional" weapons and armor because most classes get some kind of advantage or disadvantage built into the class.</p><p></p><p>-No skills. There isn't a huge list of skills characters just use their ability modifiers as a bonus to skills asscociated with the task. All characters also have Primary abilities which add +3 to skill checks associated with that ability.</p><p></p><p>well thats the big stuff I will post the classes in their entirety soon.</p></blockquote><p></p>
[QUOTE="Meatboy, post: 6151946, member: 40857"] The Shattered Lands are my attempt at making a simple and easy to play fantasy rpg based off the OGL. Originally this had been pet project attempting to pare the core 3.5 books down to something under 50 pages. The things I found out is that in my attempt to condense things I had to rewrite some stuff and look at some things in different ways. This has led to something that is becoming different enough that I decided to slap a name on it and let others take a look. I made a barebones setting to go along with my rules, a fallen empire setting, and called it the Shattered Lands. I honestly made the setting just so I could avoid a name like blah blah blah D20 or something AND something. This thread is a place where I can lay out my ideas and hopefully entice me to finish everything. I look foward to questions and criticisms and discussion is welcome. Hopefully I can even throw a few pictures in here to. [B]Design Goals and Features/Differences [/B] -The biggest goal I have is to make a game that allows for fast flexible character generation, rules which evoke the feeling of 3.x but to keep the page count to a minimum. -There are as of now 4 classes Fighter, Wizard, Thief, Cleric and I am thinking to add Bard, Monk or Elf, Dwarf, Halfling. -Classes lack a progession. They all start with a base suite of abilities that allow them to fulfill their role but after that they only gain a small bonus to their main thing and feat every level. -Feats are everything. I tried to make it so that feats are all worth taking and add new things to a class and I tried to eliminate feat trees so that characters can, especially fighters can start doing cool things as soon as possible. -Simple equipment. Instead of long lists of weapons and armor I just went with categories. So long sword, battle axe, mace and the like are all now one handed weapons all with the same mechanics and cost. Same sort of thing with armor three categories light, medium and heavy with associated bonuses and draw backs. -no proficiencies. Thats right none. Any one can use anything but most of the time characters will be using "traditional" weapons and armor because most classes get some kind of advantage or disadvantage built into the class. -No skills. There isn't a huge list of skills characters just use their ability modifiers as a bonus to skills asscociated with the task. All characters also have Primary abilities which add +3 to skill checks associated with that ability. well thats the big stuff I will post the classes in their entirety soon. [/QUOTE]
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