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<blockquote data-quote="Eltern" data-source="post: 2951033" data-attributes="member: 5870"><p>Over time, I have developed a truly stunning amount of house rules. At this point, I'm really not playing D&D at all. Now, whenever I get a new player, I have to say "We're playing D&D, but this and this and this and this are all different". I'm interested to see if there's a published system out there that fits my tastes, so I can simply say "We're running X" instead of a homebrew system. The following are the modifications to D&D. Can anyone suggest a system that falls near to it?</p><p></p><p>PDFs</p><p>1. "Buy the Numbers" A great PDF product from the ENWorld store, it breaks down all character abilities into XP costs. So, there are no classes or levels, just abilities that you purchase with awarded XP.</p><p>2. "Elements of Magic: Revised" Another awesome PDF product, this one replaces Vancian magic for a spell point system where the caster can create spell effects on the fly, combining spell effects that he knows. (Both spell points and spell effects are purchased with XP for the Buy the Numbers system)</p><p></p><p>Combat</p><p>3a. There are no hitpoints. Instead each character has 7 levels of being wounded. Being more wounded gives you penalties to various things. </p><p>3b. Combat works like this: Attacker makes their attack roll, defender makes a defense roll. Divide the difference by the attacking weapon's damage rating. If the result is positive, that's the number of wound levels the defender takes. If it's negative, the attacker suffers that penalty on his defense rolls that round.</p><p>3c. How this actually works: Big weapons like greatswords have small damage levels (let's say 2), while small weapons like daggers have large ones (let's say 4). So if the attacker rolls a 20 and the defender a 10, the defender would take 5 wound levels from a greatsword, and 2 from a dagger. However, if the attacker rolled 10 and the defender 20, the attacker gets a -5 from a greatsword, and only a -2 from a dagger. So, big weapons hit harder, but they're unweildy. </p><p>3d. Armor absorbs damage levels dealt. Defense rolls are based on dex and a "base defense bonus" ability, bought just like BAB with XP. </p><p></p><p>And I'm contemplating putting in hit locations, where each limb, the torso, and head each have their own wound levels.</p><p></p><p>Now, that's really only three changes, but they're three -big- changes, which just about throw everything out the window. I also run very low magic items (My present campaign had -one-, a bag of holding). </p><p></p><p>So, from what I know of it, GURPS is a lot like this. But I know virtually -nothing- about GURPS, so that might be wrong. And I'm fairly certain that I don't like the roll under 3d6 mechanic. Is there anything else out there?</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Eltern, post: 2951033, member: 5870"] Over time, I have developed a truly stunning amount of house rules. At this point, I'm really not playing D&D at all. Now, whenever I get a new player, I have to say "We're playing D&D, but this and this and this and this are all different". I'm interested to see if there's a published system out there that fits my tastes, so I can simply say "We're running X" instead of a homebrew system. The following are the modifications to D&D. Can anyone suggest a system that falls near to it? PDFs 1. "Buy the Numbers" A great PDF product from the ENWorld store, it breaks down all character abilities into XP costs. So, there are no classes or levels, just abilities that you purchase with awarded XP. 2. "Elements of Magic: Revised" Another awesome PDF product, this one replaces Vancian magic for a spell point system where the caster can create spell effects on the fly, combining spell effects that he knows. (Both spell points and spell effects are purchased with XP for the Buy the Numbers system) Combat 3a. There are no hitpoints. Instead each character has 7 levels of being wounded. Being more wounded gives you penalties to various things. 3b. Combat works like this: Attacker makes their attack roll, defender makes a defense roll. Divide the difference by the attacking weapon's damage rating. If the result is positive, that's the number of wound levels the defender takes. If it's negative, the attacker suffers that penalty on his defense rolls that round. 3c. How this actually works: Big weapons like greatswords have small damage levels (let's say 2), while small weapons like daggers have large ones (let's say 4). So if the attacker rolls a 20 and the defender a 10, the defender would take 5 wound levels from a greatsword, and 2 from a dagger. However, if the attacker rolled 10 and the defender 20, the attacker gets a -5 from a greatsword, and only a -2 from a dagger. So, big weapons hit harder, but they're unweildy. 3d. Armor absorbs damage levels dealt. Defense rolls are based on dex and a "base defense bonus" ability, bought just like BAB with XP. And I'm contemplating putting in hit locations, where each limb, the torso, and head each have their own wound levels. Now, that's really only three changes, but they're three -big- changes, which just about throw everything out the window. I also run very low magic items (My present campaign had -one-, a bag of holding). So, from what I know of it, GURPS is a lot like this. But I know virtually -nothing- about GURPS, so that might be wrong. And I'm fairly certain that I don't like the roll under 3d6 mechanic. Is there anything else out there? Thanks! [/QUOTE]
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