[unnamed] indie RPG in development
Justin Halliday:
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Advantages = feats and skills and special qualities and special attacks. It's easier to keep track of, say 5 advantages, than of 4+ skills and 4+ feats plus special qualities of a D&D character of a comparable level.
Maybe I'm confused, but in Goals you listed:
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3) retain the race-class-skill-feat system of the d20 and the use of the d20 dice
And then in Main Features you listed:
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'advantages' bought for XP
Are these the same unified system or separate systems? It's not really clear.
Zireael:
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3) retain the race-class-skill-feat system of the d20 and the use of the d20 dice
Rewritten: 3) retain the race-class system of the d20 and the use of d20 dice; use advantages as a way of simplifying the skill-feat system
Justin Halliday:
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Rewritten: 3) retain the race-class system of the d20 and the use of d20 dice; use advantages as a way of simplifying the skill-feat system
Better.
Do you have some examples of how the advantages would work with various skills, feats, and in combat?
Zireael:
The advantages work mostly as the feats did. They give a numerical bonus to the test. For example, Skilled gives a +5 bonus on a certain skill check. Weapon Focus gives +2 to hit. Special attacks work as combat-related feats that allow you to do more stuff did, like Spring Attack. Special qualities are either adapted to work just by giving new abilities, or are converted to numerical bonuses. Spell resistance was removed completely.
Combat works mostly like in D&D, though I'm wondering whether I should tweak armors and AC a bit. There is no random damage, however. You roll your attack against enemy's Endurance - if you win by a lot, he's severely wounded; if you win barely, he's just wounded.
Zireael:
There are some monsters over at the wiki which show how the system works.
Armors give DR now.
I tweaked the prices - mundane equipment (poles, ropes, food rations) are for a number of cp, normal equipment (armor, weapons, mounts) for a number of sp, and magic items are for gp. The numbers are mostly the same as in D&D 3.5 or PF. This is to reflect the fact that magic items are extremely rare and hard to obtain. I'm also wondering whether I should give some items a XP price.
To be done:
- manevuers
- a description of ability scores in RL terms
- short description for each class
- magic items
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