Person1123
2009-02-17, 05:42 PM
Role Playing Thing
a system for nearly freeform roleplaying.
Though not complete, here is the basic rules to the system. More will be added shortly.
• Magic schools based on multiple moons
Black Moon: Death Magic/necromancy
White Moon: Healing/life magic
Green Moon: Nature/earth magic
Clear Moon, distorts vision through it so that it can be seen: air
magic
Red Moon: Fire Magic
Blue Moon: Water Magic
Yellow Moon: Matter Magic/telekinesis
Reflective Moon, reflects your own face: Psychic Magic
• All PC weapons are somewhat magic, however minimal (sometimes just to distinguish from each other)
• Different continents are different campaign settings, separated by rivers of fire. There are as many on Axis (the campaign setting created) as the GM wants. They can be as different as one being cavemen and the other entering space. The planet is like an onion, more continents inside.
• Separate races, differ between continents, players choose at start.
• Anywaydoken requires absolute attention OR ELSE! (if the GM shouts ANYWAYDOKEN, all eyes on him/her or in-game penalties).
• Combat goes in turns, classes determine initiative.
• Turns=approx. 1 action each.
• Replacement for dice: GM picks number between 1 and # of sides on equivalent die, player picks number, subtract GM’s # from sides on die, add player’s # to result, that mod (sides on die) is result.
• Difficulty to hit determined on case-by-case basis, allowing for more realism and less number-crunching.
• Damage not in numbers, just in roleplaying.
• Have classes, can switch between adventures, at designated resting points, or when you have just acquired new classes, but must become accustomed to new class.
• As you progress, gain ability to specialize more.
• At beginning, choose general specialty (arcane, physical, sneaky), specialize as progress and then eventually start blending after full specialization (third tier class).
• On final results for die replacement system (DRS), higher result=greater degree of success.
more about the setting, classes and magic system, as well as a more finalized rule system that you don't have to play D&D and know what we were thinking when we made it pending.
CREDITS:
Person1123: general rules, campaign setting galaxy (a bit), magic system and individual spells.
Catattack: worldbuilding
Samm81: general rules, campaign setting galaxy and "solar system", magic schools
3 8 5 5 19 5: general rules, campaign setting planet, races
Moo 1 (person without GitP account): general rules, classes
Moo 2 (see abovine): general rules, campaign setting planet and civilizations
NOTE: this is not the final format. the rules will be compiled into an actually readable PDF document once finished.
a system for nearly freeform roleplaying.
Though not complete, here is the basic rules to the system. More will be added shortly.
• Magic schools based on multiple moons
Black Moon: Death Magic/necromancy
White Moon: Healing/life magic
Green Moon: Nature/earth magic
Clear Moon, distorts vision through it so that it can be seen: air
magic
Red Moon: Fire Magic
Blue Moon: Water Magic
Yellow Moon: Matter Magic/telekinesis
Reflective Moon, reflects your own face: Psychic Magic
• All PC weapons are somewhat magic, however minimal (sometimes just to distinguish from each other)
• Different continents are different campaign settings, separated by rivers of fire. There are as many on Axis (the campaign setting created) as the GM wants. They can be as different as one being cavemen and the other entering space. The planet is like an onion, more continents inside.
• Separate races, differ between continents, players choose at start.
• Anywaydoken requires absolute attention OR ELSE! (if the GM shouts ANYWAYDOKEN, all eyes on him/her or in-game penalties).
• Combat goes in turns, classes determine initiative.
• Turns=approx. 1 action each.
• Replacement for dice: GM picks number between 1 and # of sides on equivalent die, player picks number, subtract GM’s # from sides on die, add player’s # to result, that mod (sides on die) is result.
• Difficulty to hit determined on case-by-case basis, allowing for more realism and less number-crunching.
• Damage not in numbers, just in roleplaying.
• Have classes, can switch between adventures, at designated resting points, or when you have just acquired new classes, but must become accustomed to new class.
• As you progress, gain ability to specialize more.
• At beginning, choose general specialty (arcane, physical, sneaky), specialize as progress and then eventually start blending after full specialization (third tier class).
• On final results for die replacement system (DRS), higher result=greater degree of success.
more about the setting, classes and magic system, as well as a more finalized rule system that you don't have to play D&D and know what we were thinking when we made it pending.
CREDITS:
Person1123: general rules, campaign setting galaxy (a bit), magic system and individual spells.
Catattack: worldbuilding
Samm81: general rules, campaign setting galaxy and "solar system", magic schools
3 8 5 5 19 5: general rules, campaign setting planet, races
Moo 1 (person without GitP account): general rules, classes
Moo 2 (see abovine): general rules, campaign setting planet and civilizations
NOTE: this is not the final format. the rules will be compiled into an actually readable PDF document once finished.