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<blockquote data-quote="Lanefan" data-source="post: 5778072" data-attributes="member: 29398"><p>At the start:</p><p></p><p><strong>Presentation</strong>: Less textbook, more whimsy and flavour.</p><p><strong>Races</strong>: Human, Part-Elf, Part-Orc, Elf, Dwarf, Hobbit; Gnome if you must. And they're called Hobbits, thanks.</p><p><strong>Classes</strong>: Fighter, Ranger, one of (Paladin, Cavalier, Knight), Cleric, Druid, one of (Magic User, Wizard, Mage), Illusionist, Necromancer, Thief, Assassin. Class abilities are gained as a function of class and level.</p><p><strong>Abilities</strong>: S-I-W-D-Co-Ch, rolled on a 3-18 curve. Virtually no ability gain as an automatic function of level, other ability score changes are rare enough to be newsworthy.</p><p><strong>Feats</strong>: none</p><p><strong>Skills</strong>: a very short list comprised of things most adventurers would have logically had a chance to be exposed to during their lives: swimming, riding, boating, knowledge of (local area, religion, history, legends) are a few that leap to mind.</p><p><strong>Magic - items</strong>: To be found in the field rather than made in town. PCs do not make items beyond simple scrolls and potions, ever. Buying and selling is OK but availability is random, sales and trades are almost always to and from other adventurers. DM given guidelines on how to devise unique-to-game magic items. When broken or destroyed, items may release magic in strange (and sometimes painful) ways.</p><p><strong>Magic - spells</strong>: Vancian, except all casters work like 3e Sorcerers (i.e. no pre-memorization). Spells are dangerous - lightning bounces, fireball expands to fill the required volume, any ranged spell requires an aim roll, etc.</p><p><strong>Adventures</strong>: Are the core of the system.</p><p><strong>Rules</strong>: Are guidelines, and presented as such. DM given tips on how to modify to suit. System design is not married to a unified mechanic (e.g. d20) when something else works better.</p><p><strong>Character generation</strong>: Simple enough that a char-ops board has no point.</p><p><strong>Levels</strong>: Kept, but downplayed. System designed for 1-12 play but open-ended beyond that for those as wants it. First level is close to commoner.</p><p><strong>Attitude</strong>: PCs are not always special flowers unless the DM decides otherwise. There are other adventuring groups in this world and others, if you don't take on an adventure someone else likely will. If you're dumb or unlucky you will die; if you're dumb and unlucky you will die faster. </p><p></p><p>Later, and only as options:</p><p></p><p>Added races: whatever floats anyone's boat.</p><p>Added classes: Monk, Bard, Warlord, Archer, whatever.</p><p>Added levels: flesh out design for levels 13+.</p><p></p><p>There's more but it's late and I've run out of ideas for the nonce. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5778072, member: 29398"] At the start: [B]Presentation[/B]: Less textbook, more whimsy and flavour. [B]Races[/B]: Human, Part-Elf, Part-Orc, Elf, Dwarf, Hobbit; Gnome if you must. And they're called Hobbits, thanks. [B]Classes[/B]: Fighter, Ranger, one of (Paladin, Cavalier, Knight), Cleric, Druid, one of (Magic User, Wizard, Mage), Illusionist, Necromancer, Thief, Assassin. Class abilities are gained as a function of class and level. [B]Abilities[/B]: S-I-W-D-Co-Ch, rolled on a 3-18 curve. Virtually no ability gain as an automatic function of level, other ability score changes are rare enough to be newsworthy. [B]Feats[/B]: none [B]Skills[/B]: a very short list comprised of things most adventurers would have logically had a chance to be exposed to during their lives: swimming, riding, boating, knowledge of (local area, religion, history, legends) are a few that leap to mind. [B]Magic - items[/B]: To be found in the field rather than made in town. PCs do not make items beyond simple scrolls and potions, ever. Buying and selling is OK but availability is random, sales and trades are almost always to and from other adventurers. DM given guidelines on how to devise unique-to-game magic items. When broken or destroyed, items may release magic in strange (and sometimes painful) ways. [B]Magic - spells[/B]: Vancian, except all casters work like 3e Sorcerers (i.e. no pre-memorization). Spells are dangerous - lightning bounces, fireball expands to fill the required volume, any ranged spell requires an aim roll, etc. [B]Adventures[/B]: Are the core of the system. [B]Rules[/B]: Are guidelines, and presented as such. DM given tips on how to modify to suit. System design is not married to a unified mechanic (e.g. d20) when something else works better. [B]Character generation[/B]: Simple enough that a char-ops board has no point. [B]Levels[/B]: Kept, but downplayed. System designed for 1-12 play but open-ended beyond that for those as wants it. First level is close to commoner. [B]Attitude[/B]: PCs are not always special flowers unless the DM decides otherwise. There are other adventuring groups in this world and others, if you don't take on an adventure someone else likely will. If you're dumb or unlucky you will die; if you're dumb and unlucky you will die faster. Later, and only as options: Added races: whatever floats anyone's boat. Added classes: Monk, Bard, Warlord, Archer, whatever. Added levels: flesh out design for levels 13+. There's more but it's late and I've run out of ideas for the nonce. :) Lanefan [/QUOTE]
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