Turanil
2010-12-14, 03:09 AM
For those interested: I am working on a OGL-rpg of my own, and I have finally put some previews for download!
ROAR (aka Raiders of Ancient Ruins) is but another pseudo-retro-simulacrum game of D&D (based on 1e, 2e and 3e). I have finished the classes, though these two chapters need refinement (hence I would be glad to get your comments, suggestions, advice, etc.).
So far here is what is proposed for download, with a straight layout:
1) Six Base Classes + 60 Professions (http://www.dcrouzet.net/temporary/ROAR-preview_classes-professions.pdf). So there is six basic core classes with different naming conventions, onto which you add one profession drawn from 60 proposed. This is simple, yet enables for many different characters.
2) Twelve Traditional Classes (http://www.dcrouzet.net/temporary/ROAR-preview_traditional-classes.pdf). For those who won't like te above, the 12 core classes that AD&D players and GMs are accustomed to, will be included in an appendix about alternate classes. They are derived from both 1e and 2e (but with rules reminding of 3e).
ROAR game mechanics and main concepts:
This game takes mechanics from all editions (except 4e).
-- The main resolution mechanic used throughout the game for attack rolls, skill checks and saving throws comes from 3e: you roll a d20 + relevant bonuses against a DC that ranges from 10 to 30. (So, when it comes to combat it's ascending attack bonus vs ascending AC). This has the advantage of being straight and simple.
-- Ability scores: as per BD&D (13-15: +1; 16-17 +2; 18: +3).
-- Races are mostly as per AD&D but somewhat simplified.
-- Classes are either special as per download #1 above (and I hope relatively simple to use and determine). Or you can use the #2 alternate set of classes directly inspired from 1e/2e.
-- Spells are mostly as per AD&D 1e, but more detailed in their description (they use the d20 SRD).
-- Combat is mostly as per 2e, with easy to use maneuvers (grapple, etc.) inspired by 3e.
-- E9: as inspired by the "E6" concept, ROAR mostly caps all characters at 9th level, though some rules are given to exceed this limit for the occasional legendary NPC.
Anyway, I would be glad to get your advices, comments, criticisms, etc., for I think this will need some refinements...
ROAR (aka Raiders of Ancient Ruins) is but another pseudo-retro-simulacrum game of D&D (based on 1e, 2e and 3e). I have finished the classes, though these two chapters need refinement (hence I would be glad to get your comments, suggestions, advice, etc.).
So far here is what is proposed for download, with a straight layout:
1) Six Base Classes + 60 Professions (http://www.dcrouzet.net/temporary/ROAR-preview_classes-professions.pdf). So there is six basic core classes with different naming conventions, onto which you add one profession drawn from 60 proposed. This is simple, yet enables for many different characters.
2) Twelve Traditional Classes (http://www.dcrouzet.net/temporary/ROAR-preview_traditional-classes.pdf). For those who won't like te above, the 12 core classes that AD&D players and GMs are accustomed to, will be included in an appendix about alternate classes. They are derived from both 1e and 2e (but with rules reminding of 3e).
ROAR game mechanics and main concepts:
This game takes mechanics from all editions (except 4e).
-- The main resolution mechanic used throughout the game for attack rolls, skill checks and saving throws comes from 3e: you roll a d20 + relevant bonuses against a DC that ranges from 10 to 30. (So, when it comes to combat it's ascending attack bonus vs ascending AC). This has the advantage of being straight and simple.
-- Ability scores: as per BD&D (13-15: +1; 16-17 +2; 18: +3).
-- Races are mostly as per AD&D but somewhat simplified.
-- Classes are either special as per download #1 above (and I hope relatively simple to use and determine). Or you can use the #2 alternate set of classes directly inspired from 1e/2e.
-- Spells are mostly as per AD&D 1e, but more detailed in their description (they use the d20 SRD).
-- Combat is mostly as per 2e, with easy to use maneuvers (grapple, etc.) inspired by 3e.
-- E9: as inspired by the "E6" concept, ROAR mostly caps all characters at 9th level, though some rules are given to exceed this limit for the occasional legendary NPC.
Anyway, I would be glad to get your advices, comments, criticisms, etc., for I think this will need some refinements...