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View Full Version : Designing a diceless 3.5 derivative. Help/collaboration needed.



Rakmakallan
2011-07-23, 06:21 AM
Good day ladies and gentlemen, avid rpg fans. Despite having lurked around the forums for quite a while, now that aid is required, I have decided to make my first post.
The idea is as follows: convert D&D 3.5 to a diceless and (almost) randomless system, while reclaiming all the balance that was lost with the multitude of books and supplements. The notion was born as I was designing stuff for my homebrew setting, called Heavenless (might post some details in world design later) and under the pressure of all members of my gaming group residing hours away from each other, thus forcing us to play over skype. Ergo, the system should be oriented towards a text-narrativist basis, less inclined to be rules-heavy, straying to increasingly far distances from traditional 3.x and maintaining the setting's flavor. Without further ado, those are the rule used in combat:
Basics
In any instance when a dice roll would determine the outcome of an action the average result of the dice roll is always used before modifiers applying (rounded up for all except d20 which is rounded down to 10). This, in effect, means that d20=10, d4=3, d6=4, d8=5, d10=6, d12=7. After modifiers are applied, the final value is compared to the DC as normal. Taking 20 in skill is possible as has been. A critical hit is one that overcomes the target's AC by 10 or more (this cancels the prior need for confrimation rolls).

The Death Spiral
In Heavenless Narrative, hit points represent an abastraction of the general resistance to injury. As health decreases, a character suffers from fatigue and a decrease in skill.
75% HP: Wounded, -1 to all rolls
50% HP: Injured, -2 to all rolls, -10' speed
25% HP: Maimed, -4 to all rolls and fatigued(fatigue speed or 10' whichever is lower)
0 HP: Staggered, same as normal+exhausted
-(10+CON score): Dead
Rule for bleeding out and stabilising remain uchanged. Whenever a character receives more than 75% of their total HP in damage from a single blow they must succeed in a Fortitude Save DC=20 or pass out from the shock and start bleeding out. They can regain consciousness after stabilising, being magically healed, or after a DC=15 Heal check. To compensate for the overall grittiness of combat, PCs should be allowed to receive maximum HP (or even more) whenever they gain a level.

Called shots
An attack can be targeted at a specific body part or not targeted. In the latter case, it deals damage as normal, however in a called shot the defender receives a bonus to AC depending on the size of the body part or organ being targeted. Any such attack imposes a penalty on skills and abilities related to that body part unless defender succeeds at a Fort save, DC=10+damage dealt+4/each previous successful attack on the part. Total damage equal to ½ total HP to that body part or ¼ total hp in a single attack cripples it, effectively rendering it useless. Depending on the attack that did the job, body part crippling can occur in different ways eg slashing damage severs it off, piercing damage incapacitates all body tissue and muscular activity, bludgeoning damage breaks the bone, fire damage chars it to coal and so on. Attacks on internal organs increase the critical hit multiplier of the weapon by 1 for the purposes of the strike. To attack internal organs a Knowledge (Biology/Medicine/Anatomy/Nature) is required DC=depending on creature.
Legs: -1 size category, -10' cumulative speed penalty, if crippled no use of legs possible(speed reduced to 5')
Arms: -1 size, -2 cumulative penalty for all related tasks, drops anything held and can't use the arm
Head and head areas(eyes,ears): -3 size, nauseated for 1 round or sickened if the initial save succeeded/ -2 cumulative to eye or ear related skills, dead, blind, deafened if part crippled respectively
Internal organs: size modifier depends according to the organ from -2 for lungs to -4 for kidneys or spleen, crippling or damage penalties vary

Combat stances (taken from dyasdesigns-dot-com
Non Transitive Attacks - via Keywords.
To quote the players handbook.... "The actions in a combat encounter happen almost simultaneously in the game world"
Bringing this truly into the actual turn sequence we can add a simultaneous revealment of preselected "attack powers",*these can manifest in the form of key word based "strategic" variants. Easy to do for the basic melee and ranged attacks. Other specialty attacks may be defined as always employing one or two of the key words
Lets call these keywords Normal, Guided, Deceptive
Normal Attacks operate well like a normal take 10 on your performance
Guided Attacks have there benefit inverted when confront by deceptive opposition, and should be markedly superior than a Normal non modified version in one version or another.
"Defend and strike" might be a guided effect which improves it users defense by 4 and reduces damage taken by 2 (but which becomes a reduction of a defense against a deceptive attack).
"Aimed Strike" variant would also have the guided attack and improve its attack action by 4 and increases damage dealt by 2 (or be reduced by 4 and damage reduced by 2 when opposed by a deceptive action on there opponents part.)
Deceptive
"Feint and Strike" though inferior in damage to a Normal Attack reduce by 2 it inverses the advantages of an opposed guided actions (essentially by presenting false openings and hard to follow or indirect attacks).
"Complex Combination" actions are harder to implement, -2 on your attack and figure out same base damage as the normal attack and also inverse the advantages of an opposed Guided Attack.

Improving attack aka focus and delay (again stolen from dyasdesigns with modifications and additions of my own)
Improve Take 10
You can decide how patient or rushed or how much you are paying attention to defense while performing actions.
Taking X
The following rules in some sense take the place of the standard rules of taking 10, These rules even work in a combat context and to that extent replace certain feats and combat options they do offer more options to every combatant and in general more choices about how long you take attempting an action.
Basic Action Performance : focus + skill + associated attribute +/- time effects + the impact of luck.
non combat actions difficulties generally assume full focus while combat actions assume split focus
Taking Focus up to +5 / Focusing on Defense down to -5
Focusing completely on "action" can imporove it considerably but reduces your armor class by 1 for each point spent in this way. Note this applies to attacking an opponent as well as general skills.. Outside of combat taking focus is very nearly the norm it makes you highly vulnerable to being interupted.
Focusing on defense has the opposite effect reduces the performance quality by 1 and increases defense by 1 per point. Changing focus is a swift action that can be used once per round during your turn. Everyone starts the battle as unfocused.
Taking Extra Time up to +5 / Rushing It down to -5
Can add 1 to 5 from your performance
Rushing your performance can subtract 1 to 5 from your performance quality.
For each +1 you drop 1 position in the initiative count and for each rush you move up by 1. This could either make you lose this round completely and the bonus affecting you next round or if at the top, gaining an extra attack with all the penalties applying at the cost of the penalty maximising.


Narration
Since Heavenless Narrative is designed to be played as a text-based rpg over the internet (eg Skype) the GM may award bonuses or penalties depending on the quality of description for the action (modifiers greater that +/- 4 are advised against). As a GM you are advised to roleplay the combat options of monsters according to their intelligence, wisdome, overall combat savvy etc.

Expertise points
Expertise points represent the edge in battle that a character receives over time. They are equal to ECL(Effective character level= HD+class levels+level adjustment) and refresh at the beginning of every round and can be spent at any time as an immediate action and in any fashion to boost a non-ability modifier on a 1:1 ratio (+1 for every 1 point spent) for the remainder of the round.

The element of luck
Once per encounter a character is allowed to make an intuitive action trusting on luck to guide his movements rather than simple knowledge and training. For this action, roll a d6 and add the result to the modifiers already present. 1= -6, 2= -4, 3= -2, 4= +2, 5= +4, 6= +6. As an optional rule the GM may also allow once per week each PC to treat a roll as a 20 instead of 10 regardless of circumstances, but no more than one such “Lucky Shot” can be used for each encounter. Use this last optional rule with care because you might have your BBEG getting their head sliced off in a jiffy.


Other non-combat rules that will be changed
No alignment(aka subjective alignment system), no save-or-die, no save-or-suck, alignment-based spells become protection/etc against infidel, no enchantment school, all classes will be rewritten

Rakmakallan
2011-07-23, 06:22 AM
Specialisation and Paragon paths: Prestige classes (reduced to a bare minimum for flavor reasons) and multiclassing exist although heavily penalised when used (haven't figured out how to do that). To compensate for this loss, each class carries a number of specialisation and paragon paths, in which a character is respectively allowed to enter at levels 6 and 11, with or without requirements depending on the path. This makes the base class a 20-lvl progression, the specialisation path a 15 level progression and the paragon path a 10 level progression. You may not have more than one specialisation and one paragon path at a time, and in some cases some are mutually exclusive. Having an spp (specialisation path), still allows taking a pap (paragon path) at the appropriate time and having ignored an spp does not prevent you from taking levels in it later on. So onwards the classes and their respective paths:

Heavenless classes
Barbarian: The good old barbarian, buffed up
spp 1: Berserker: focused on rage and its effects
spp2: Totemist: derives strength from animal and spiritual totems
pap: Ancestors' chosen: (flavor needed)

Loreweaver: Bard rewritten as a full-combat spellcaster using Songs instead of Spells. Heavy metal flavored.
spp1: Skald: The power metal loreweaver, nuff said.
spp2: Songblade: Magical weapon, sings and slays.
pap: Ancestral harmony: A disciple of the very mathematical structure of music who produces world-shattering events.

Cleric/Antipriest: no comment
spp 1: Healer: no comment
spp 2: Ascetic: Penalizing oneself to improve in certain fields. The conscious minmaxer.
pap: 1: Saint
pap 2: Prophet
pap 3: False Prophet

Fighter: moved up a couple of tiers
spp 1: Phalangite: Fights better in groups
spp 2: Kensei: The sword saint, devotee and paladin wannabe
spp 3: Scout
spp 4: Gladiator: Connoisseur of a thousand weapons and more
pap: Immovable: What dwarven defender could have been, the best defense available

Druid: tuned down druid
spp 1: Beastmaster: MOAR animal companions
spp 2: Aniform: MOAR wild shape
spp 3: Moriko: Forest Child
pap 1: Elemental Ascendant
pap 2: Draconian

Paladin: Buffed up, can be of any philosophy good or bad, as long as he is fanatical about it
spp 1: Crusader: sword flair and posing
spp 2: Inquisitor: smite o mighty smiter
pap 1: Martyr: Masochist for the sake of others
pap 2: Oathsworn: Taking this code of conduct to extremes.

Ranger: a more general purpose toolbox version
spp 1: Dual-wielder: Drizzt clone
spp 2: Archer: Legolas clone
spp 3: Bounty Hunter: Bobba Fett clone
pap 1: Pilgrim: some more divinity please
pap 2: Solitude spirit: The less companions, the better

Rogue
spp 1: Duelist/Swashbuckler
spp 2: Corsair: This is the tale, of Captain insertnamehere
spp 3: Flashknife: invisible blade ripoff
spp 4: Assassin
pap 1: Charlatan: "I am a mighty wizard! Fear my arcane power!"
pap 2: Unidentifiable: everyone and noone
pap 3: Slayer

Mage: Wizard-Sorcerer meld, mp system for spells
spp 1: Warmage
spp 2: Geometer: shapes, and rituals and stuff
pap: Archmage

Psion: no disciplines
spp 1: Elemental Kineticist: a fusion of pyro/cryo/electro/etc kineticists
spp 2: Sculptor: astral constructs, golems
pap 1: Archpsion
pap 2: Disembodied

Psychic Warrior
spp 1: Soulknife
spp 2: Crystalblade
pap: Armed Titan: Grow in size, wield colossal weapons, look ridiculous

Walker with colossi(aka Artificer aka Tinker): Build and ride your own golem or mecha
spp 1: Golem rider
spp 2: Mecha pilot
pap: Infused: Become a mecha or golem

Future Herald: The cyberpunk version of Loreweaver
spp 1: Evolutionist
spp 2: Electromagnetist
pap 1: Quantum
pap 2: Nucleus Degrader
pap 3: Prebiote

Iaidoka (aka Kenjutsu-bushi): Based off Rurouni Kenshin and Co.
spp 1: Rurouni: New Kenshin clone
spp 2: Raikuto: Soujiro clone
pap 1: Battousai: Old Kenshin/Shishio clone
pap 2: Kenpachi: He who cannot be slain

Warlock
spp 1: Hexer
spp 2: Eldritch Sniper
spp 3: Plaguebringer
pap 1: Pandemic Host
pap 2: Hellfire Warlock

Feyblade: Bioelectrical fairies, residing in metal ores. If a sword is made of it, the wielder become a feyblade
spp: Swordmaiden
pap: Metal Symbiote

Farspawn: Someone who has read too much HP Lovecraft
spp 1: Yoggothian: spawns fungi, summons alien plants
spp 2: Pallid-masked: One driven insane by the King in Yellow
pap 1: True Farspawn: Enjoy your tentacles
pap 2: King in Yellow: The evolution of a Pallid-masked


Thread open for comments and offers to contribute. Playtesting also available. Thanks everyone.

Rakmakallan
2011-07-24, 04:22 PM
Shameless bumpity :annoyed:
Come on guys, no will to contribute I would understand, but not even a comment?

eftexar
2011-07-24, 04:38 PM
Looks interesting. I'm curious though as to why you are removing the enchantment school entirely? It seems like an odd school to remove, if the reason was for mechanics (i would have removed the divination school before removing enchantments).
I can especially see where this system is useful, especially if your players might fudge the dice rolls (because you can't see them in this situation).
I like your replacement for massive damage and called shots as they are much more viable than most of the normal rules.

Rakmakallan
2011-07-24, 04:51 PM
Looks interesting. I'm curious though as to why you are removing the enchantment school entirely? It seems like an odd school to remove, if the reason was for mechanics (i would have removed the divination school before removing enchantments).
I can especially see where this system is useful, especially if your players might fudge the dice rolls (because you can't see them in this situation).
I like your replacement for massive damage and called shots as they are much more viable than most of the normal rules.

There were two reasons for removing enchantments. First was that, like save-or-die spells, they can be quite irritating for the player. "You just failed a will save, the GM whisks your character away as an NPC". Personally, I would punch my GM in the throat if that happened. Second reason is flavor. In the setting, magic is a science and psionics just another facet of it. Magic can be explained through "physics" as the transitional state between all conversion of energy in the universe eg when light heats up a material, the conversion from the photon to matter's molecular vibration happens through a split second of magic. In that sense, casters and manifesters are nothing more than practical/experimental scientists the former using catalysts and chemicals (components and foci), the latter bioelectricity and magnetic fields of their own neural systems. Thus, a fireball is possible, even a divination happens without divine intervention but through pure calculation of chance. Enchantments on the other hand would require deep neurological knowledge to properly work and that is impossible due to the uniqueness of every individual's brain and synapses.

I hope you find the explanation satisfactory.

eftexar
2011-07-24, 04:59 PM
I suppose that does make sense, although I still think that many divinations are broken.
I was looking at expertise points though. You might want to limit how many can be spent in a round, otherwise some rolls and stats could be insanely high. And, I think, this has a steeper effect when randomness is removed.

Yitzi
2011-07-24, 04:59 PM
So...if you know someone's save bonus, you can know whether your spell will affect them? And if you cast the same spell 5 times, they'll all either all hit, or all miss?
And a given character attacking a given enemy (or vice versa) will either always hit or never hit?

I'd advise at least making it so that someone with a +6 bonus attacking an enemy with 18 AC will hit nearly half the time, not never, and similarly that someone with a +6 bonus attacking an enemy with 16 AC will hit half the time rather than always, and similarly for saves. Doesn't have to be random, but it should at least be proportional.

Rakmakallan
2011-07-24, 05:08 PM
So...if you know someone's save bonus, you can know whether your spell will affect them? And if you cast the same spell 5 times, they'll all either all hit, or all miss?
And a given character attacking a given enemy (or vice versa) will either always hit or never hit?

I'd advise at least making it so that someone with a +6 bonus attacking an enemy with 18 AC will hit nearly half the time, not never, and similarly that someone with a +6 bonus attacking an enemy with 16 AC will hit half the time rather than always, and similarly for saves. Doesn't have to be random, but it should at least be proportional.

Not exactly, this was the point of expertise points boosting various values or the inclusion of the luck factor via d6. The inclusion of the various stances makes battle more of a rock-paper-scissors strategy situation but in purely numerical terms, if someone is exceedingly stronger eg 4+ levels higher, they should walk away unscathed. Although as eftexar noted, i don't know yet how this will turn out in higher levels due to the high number of exp. points one can spend and blatant lack of playtesting.
Always bear in mind that it is meant more as "narrative" than "diceless" in the way amber used to be. With enough trust in the group, you would even be advised to drop all battle mechanics and with only the numerical various values in mind, narrate a co-operative story of player heroics and GM fiat.

eftexar
2011-07-24, 05:09 PM
You could just have a spam penalty. Each time you use the same ability against the same foe within a certain period of time it has some sort of cumulative penalty added (maybe because the attack was so predictable).

Yitzi
2011-07-24, 06:15 PM
You could just have a spam penalty. Each time you use the same ability against the same foe within a certain period of time it has some sort of cumulative penalty added (maybe because the attack was so predictable).

Or better yet, if it hit before it creates a penalty, and if it missed before it creates a bonus.

Rakmakallan
2011-07-24, 08:13 PM
I like the repetition penalty (with or without the inclusion of a reverse bonus). It kind of reminds me of anime when in battle one is bound to say something along the lines of "I have seen this attack before and it can't harm me anymore". Maybe it could be associated with class abilities that modified this penalty.
Anyway, off to sleep and i will incorporate this into the rules tomorrow.

Realms of Chaos
2011-07-26, 12:05 AM
Always bear in mind that it is meant more as "narrative" than "diceless" in the way amber used to be. With enough trust in the group, you would even be advised to drop all battle mechanics and with only the numerical various values in mind, narrate a co-operative story of player heroics and GM fiat.

So if I'm getting this right, a battle (or at least 1 round of it) in this system among a trusting group might look something like this (completely made-up example):

GM: Okay, guys. As you pass through the titanic obsidian doors into the citadel of Avadon, you find Ogden's Avatar glaring out at you, his mouth of razor-sharp teeth curved into a smile. At his side rest at least four goblin servitors, each covered in the same mysterious coating of quicksilver as the one from earlier.

Ruby: Okay, how are we going to handle this?

GM: Well, you already know that you can hit the goblins with an aimed shot.

Eric: I can handle them. I'm the warrior around here. I can take them all down before that repetition penalty starts hurting.

John: Don't forget that we did struggle against them a bit last time. Perhaps you might want to go all out on the attack so that one of those goblins can hit you. You won't take too much damage and it would give my Cleric a chance to add to the combat. That sound fair, Mr. GM.

GM: Sounds like a pretty good plan so far but you shouldn't forget about that Avatar.

John: Ooh, yeah. What can you tell us about it. I don't suppose you have a monologue prepared for it or something?

GM: We're talking about an avatar of a god of entropy, a humanoid beast of destructive impulses that the multiverse itself rejects. It's not gonna monologue for you. Just as a heads-up, This thing does pretty decent damage and not even Eric will hit it unless he really goes for it.

Ruby: Unless that avatar goes all out in combat, I'm guessing. What if it takes the full penalty?

GM: If it does that, it'll end up flattening one of you. I'm not kidding about that damage.

Eric: Ooh, I've got it. I'll delay my action until the end of the turn for that +5 bonus and take an aimed shot to charge straight into this Avatar and keep it busy while the two of you start killing those goblins and keep up your defensive stance.

Ruby: If the avatar goes for one of us and the delayed attack serves to distract him, the avatar can put a couple extra points towards its attack. We'll be safer due to our stances and...

John: ...We'll have a better chance of hitting it next turn if necessary. Brilliant.

GM: Okay, that sounds pretty good. Just make sure not to take this guy out too quickly. This fight is supposed to be the climax of the adventure. Let's make it epic.

John: So are we ready for the round?

Ruby: Hmmmm... on second thought, I'll toss a fireball into the fray into the fray instead of using my sword.

Eric: Fine. I guess that Albedon will have to take the hit this time, then. Still sounds pretty awesome, though. Let's do this.

GM: The Avatar releases a single unearthly howl, sending jolts of unholy energy down towards the goblins. The goblins, for their part, don't seemed harmed by the energy at all. If anything, they seem exhillerated.

Rushing forward into the fray, Albedon quickly hacks at the nearest goblin, splitting it in twine with his mighty axe. Just as before, only a thick metallic paste oozes from the slain creature as the chain it was tethered to clanks to the floor. Another goblin, trying to attack from behind, gives away its position with the clanking of its chain. Albedon ducks just in time to dodge the goblin's sword.

Caeress, remaining near the rear, brings forth a fireball, tossing the conflagration towards the only two goblins unlucky enough to be standing in close proximity, each one in the midst of charging towards herself. The avatar, too, is caught in this blast, although it emerges entirely unharmed. The other two goblins don't fare nearly as well: emerging from the conflagration to finish their charge against you (pointing at Ruby), their quicksilver coatings visibly boiling. There is little time to avoid the attacks but Caeress manages to roll with the spears thrust toward her, leaving her with only superficial wounds. Ruby, take 5 damage.

The Avatar, seemingly pulling forth four scythes from the very air, lifts the blades in preparation to strike the ducking Albedon. Seeing the attack in progress, not to mention an opening, Gorill nearly hurls himself across the citadel floor towards the avatar. Now facing two possible foes, the avatar interposes two scythes before Gorill while swiping at Albedon with the remaining two.

Gorill proves to be stronger than the telekinetic forces holding the scythes in place, pushing past them to deliver a well-placed blow to the Avatar's Sternum. The only thing more forceful than this strike, in fact, is the force with which the scythes strike down at Albedon. Though the dwarf tries to dive out of the way, the scythes find their mark and dig through his armor as though it were butter. Eric, take 20 damage.

Eric: Wow, you were't kidding about that damage. Now what?...

Is that something like what you'd be aiming for? :smallconfused:

DoomHat
2011-07-26, 04:08 AM
Why not a simple karma mechanic?
Everyone has a certain number of Action Points, or Skill points per day. They can spend a maximum amount on a Test equal to their Ability score. Or something along those lines. Whoever invests the most, succeeds in an opposed test.

If you fail to meet a target number you get your Points back, plus One.
If you succeed, you lose everything you spent, even if you went way past what you needed.

Rakmakallan
2011-07-26, 04:53 AM
Why not a simple karma mechanic?
Everyone has a certain number of Action Points, or Skill points per day. They can spend a maximum amount on a Test equal to their Ability score. Or something along those lines. Whoever invests the most, succeeds in an opposed test.

If you fail to meet a target number you get your Points back, plus One.
If you succeed, you lose everything you spent, even if you went way past what you needed.

Karma mechanics are fairly common if i recall, in amber, MRPG etc.If calculations don't deceive me, in this manner an attack will eventually hit through bonuses increased by repetition. Simpler indeed but i was looking to retain some combat "realism" as is portrayed in some manga. However, since we're still playtesting various methods we shall try this as well.




Is that something like what you'd be aiming for?
Maybe, depending on the GM. I'll describe how a brief playtesting encounter went. Point is to try and gradually reduce out-of-character jibberjabber to the bare minimum. The format agreed upon is action description and then mechanical calculations in a bracket.

Aistaraina, Moon Elf Druid 2 (Moon Elves are the original pious/ fundamentalist subrace of elves worshipping with few exception the Four Voices of Esto) and Sira Kemenhin, NPC Star Elf Cleric 2 (Star Elves were the wizardly individuals of moon elven society and its more recent banished about 4000 years ago, settling in the Eastern Ocean and driven insane my ambient magical energies) have strayed off the rest of the group to seek herbs and reagents in the woods surrouding Khiiru town, the main exporter of mithral in the northeast.
GM: As you collect herbs, Sira meditates on a rock, his ragged clothes unable to conceal his starvation-stricken body, while Skly the wolf companion prances around him in an effort to catch his attention to play. In the distance creaking trees can be heard and all of a sudden the give way to a rampaging ogre, some 50' away. ( (initiative order: Skly, Aistaraina, Sira Ogre)
Aistaraina orders Skly to run back and guard her.
Aistaraina: I draw my shortbow and **** an arrow taking aim directly for the ogre's head, and letting loose the arrow fast glancing at Sira to not assault the creature yet
Sira dashes forward at full speed stopping just short of the ogre's reach, bending on one knee and setting his shield in defense right above his head. (defense focus +5. AC=19+5=24)
GM: The ogre cackles in amusement at the puny elf at his feet and lifts its greatclub smashing down to test its strength. (GM calculates: attack bonus=10+8+ 4 exp points attack focus. Miss) The club strike bounces on the shield and though harmful, its seer strength drives Sira a couple of inches into the soft soil below.
Aistaraina attacks (Aim and strike, called shot head, delay 2. 10 + 2 +4 aim n strike +5 focus +2 delay + 2 expertise= 25. GM calculates: AC= 16 +6 head= 22. Hit. Damage= 4x2 head shot + 2 aim and strike= 10, 19 remaining)
GM: The arrow flies with a sonorous twang and finds the ogre right on the forehead. The giant seems annoyed and take abrupt by the attack but is still standing in fighting condition.

During the next round Sira smashed its elbow and Skly after a delay took its shoulder off killing the ogre.

Anyway, long description even omitted player's questions, maybe heavy on mechanics and took the players some time to get used to it, but it works fine with text so far.

Tyndmyr
2011-07-26, 07:14 AM
How do you feel about skill based checks instead of dice? The actual mechanic can be anything, so long as it's fast...like throwing a dart at a picture of a monster.

Rakmakallan
2011-07-26, 01:37 PM
Do you mean real life skill checks to determine an in-game outcome? As I must have mentioned above, my group resides all over the country so we play on skype, text-based since ubuntu refuses to function properly on occasion and by default, solving such techincal issues, takes quite long. On the other hand, I would love to see everyone throwing darts on video conference so we might as well try that or wait until we gather for an in-person session in the future.

Pyromancer999
2011-07-26, 02:44 PM
I just used the hp equivalents for the HD with this stuff. Didn't actually need a whole new system

Rakmakallan
2011-07-28, 08:50 AM
I just used the hp equivalents for the HD with this stuff. Didn't actually need a whole new system
:smallconfused:

Anyway, I was wondering whether any of you would be interested in "adopting a class", that is writing a class and its mechanics (except Future Herald, Loreweaver and Walker with colossin which i have called dibs on). Also I might be posting a campaign ad to playtest the rules on the appropriate forum section but until then if you'd like to participate notify me.