MoogleEmpMog
First Post
Lots.
I suppose I'll list the current roster.
Character Creation/Non-Combat Rules
No XP - levels are handed out to the entire party for accomplishing a major goal, usually defeating a boss or completing a quest.
No magic items - armor and weapons have special masterwork qualities which can be taken multiple times.
Dangerous potions - Potions give lots of benefits. Their benefits stack. If you drink four Potions of Bull's Strength, you can get your strength to astronomical levels. You'll lost 4d4+4 strength after they wear off, though, and you'll almost certainly be addicted to them...
Spell cards - ANY spell you cast MUST be on an index card, or it automatically fails and the GM smacks you upside the head for wasting the other players' time. Also, you lose an action point, which brings us to:
Action points - Equal to character level, and can be gained or lost via a variety of actions.
Combat Rules
Armor as DR - Using a variation on the Conan rules, with Armor Piercing weaponry.
Class defence bonus - Ala d20 Modern.
One action - Move and standard actions are rolled into one type, and you get one per round. Some actions take multiple rounds.
Rewritten from scratch combat reflexes - A totally different system.
Massive damage - Threshold = 10 + 1/2 character level + Con bonus; Fort save = 10 + 1/2 damage dealt over threshold. This routinely gets into the DC 50 range, thanks to my masterwork system and my willingness to let players munchkin. Failing the save drops you to -1.
I'm sure I'm forgetting some at the moment.

I suppose I'll list the current roster.
Character Creation/Non-Combat Rules
No XP - levels are handed out to the entire party for accomplishing a major goal, usually defeating a boss or completing a quest.
No magic items - armor and weapons have special masterwork qualities which can be taken multiple times.
Dangerous potions - Potions give lots of benefits. Their benefits stack. If you drink four Potions of Bull's Strength, you can get your strength to astronomical levels. You'll lost 4d4+4 strength after they wear off, though, and you'll almost certainly be addicted to them...
Spell cards - ANY spell you cast MUST be on an index card, or it automatically fails and the GM smacks you upside the head for wasting the other players' time. Also, you lose an action point, which brings us to:
Action points - Equal to character level, and can be gained or lost via a variety of actions.
Combat Rules
Armor as DR - Using a variation on the Conan rules, with Armor Piercing weaponry.
Class defence bonus - Ala d20 Modern.
One action - Move and standard actions are rolled into one type, and you get one per round. Some actions take multiple rounds.
Rewritten from scratch combat reflexes - A totally different system.
Massive damage - Threshold = 10 + 1/2 character level + Con bonus; Fort save = 10 + 1/2 damage dealt over threshold. This routinely gets into the DC 50 range, thanks to my masterwork system and my willingness to let players munchkin. Failing the save drops you to -1.
I'm sure I'm forgetting some at the moment.
