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Warriors, Wizards & Wanderers

Agmar

First Post
Hi there!

Like every busy GM, one day I wanted a very easy fantasy RPG for on-the-fly gaming goodness. And with some old school flavor if possible.

I wrote this short (4 pages) fantasy rpg for fun and it's intended for pickup games. I know it will not revolutionize the RPG industry, but I have too much free time for my own good :p For those familiar with the GNS theory, it's very gamist but no so much than the original D&D.

You can find an alpha version with a basic layout and without editing here.

For those who don't want to follow the link, the base mechanic is the same as d20 System (that is, d20 + stat modifier vs a target number) but it's very minimalist and only d20 and d6 are used. Compatibility with the d20 System was not one of my goal but you can still convert some d20 materials with a little work.

PCs have 3 core stats and 3 derived stats (HP, MP and a generic defensive value used to resist spells and avoiding attacks) while monsters only have HP, MP and a "Monster Rating" (average of the monster's core stats). Btw, armor absorbs damage and does not affect the attack roll.

There is still levels but classes does not really exists and are loosely defined. It's more like choosing if to want to have better weapons or casting more spells than the average adventurer.

The 4 pages rules include sample monsters, spells and magic items. You should have anything you need to play an adventure or two if you want to give it a try.

Some of the quirks of the rules are intentional but I may have missed some bugs. Since it's an alpha version, it obviously need playtesting but if you want to contribute or have some suggestion, feel free to post in this thread :)
 

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Looks good. I like the magic items, it seems like they'd be rare enough for a PC to be actually proud to own one of them :) I could see it being a good Beer and Pretzels game, definitely.

The Skill trait seems to be the weakest of the bunch, perhaps allow the modifier from the Skill (if not the Skill score itself) to modify the Defense?
 

Thanks a lot!

About the Skill trait, I think it's the most useful in fact. Sure, if a fight it's only your initiative score and a bonus to ranged attack, but if you want to do something different than using your muscle or trying to talk your opponent to death, you'll use your Skill. I guess it's a playstyle-dependent thing :)

Btw, the math behind Monster Rating is a little off. The bonus for high MR should be +1 per 2 points above 8, not +1 per 3 points above 10. That way, a monster's average attack roll is more or less equal to his MR. Thus, it's easier to balance an encounter and if 2 monsters with the same MR fight, it's 50/50 :cool:

I hope to upload an updated pdf before this week-end.
 

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