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View Full Version : Change ruleset. (Where and how do I post?)



Avianmosquito
2013-09-04, 08:46 PM
I'm planning on starting a roleplay here because, quite plainly, I'm bored and I have almost a month until fall quarter starts. I want to know how I should post the current version of my ruleset. (It is a full, unique ruleset and is very, very long.) Should I link to another site that already has an (admittedly slightly out of date, although I can certainly fix that) version of the ruleset? Should I upload it to a file sharing site and link to it? Or should I just post it, as a whole, here on the forum? (This will take multiple back to back posts to do. Depending on the character limit, I'd say anywhere from 5-10.)

Features: (Ask about any, and I will elaborate.)

13 radically different settings. (Midgard, Alfheim, Asgard, Niflheim, Jotunheim, Vanaheim, Muspellheim, Svartalfaheim, Helheim, Hades, Dunyyit, Shinkai, Wandelheim.)
Familiar, easy to understand magic system. (Daily Vancian spells, in a spell-slot system, not entirely dissimilar to D&D.)
20 completely unique classes, each with their own special features and designed to avoid both low and high level power gaps between them. (Soldier, warrior, martial artist, sentinel, lawman, bard, ranger, rogue, scout, savant, artisan, noble, worker, mystic, shaman, priest, physician, wizard, sorcerer, mage.)
Balanced and effective class roles: combatants deal the best single-target damage, arcane casters do support and crowd control, divine casters do support and healing, specialists all do their own thing and are all totally different.
20 races, each with their own unique set of quirks and none of which function exactly like any D&D counterpart. (Human, elf, dwarf, halfling, gnome, tierc, orc, bugbear, goblin, gremlin, fey, lizzie, sparrifiskr, froll, naga, mer, spinner, skor, myrmidon, kobold.)
Five ages, each with different strengths and weaknesses. (Baby, child, adult, elder, ancient.)
Optional character randomization with d20 and d6 dice.
Six ability scores, each with a long list of functions, a list of checks and their own saving throw. (Strength, agility, constitution, perception, resolve, charisma. Saving throws are guard, reflex, fortitude, logic, will, negate.)
Point-buy only ability score assignment. (Linear point values.)
Extensive customization options designed to enable creative character building.
Brutal, realistic combat with long-term consequences. You will feel every hit. (Through limb damage, health-based impairment and bleed.)
Devastating critical hits, impairing a target with even a single point of damage. (Through attribute damage and special effects.)
Easy to use, multi-step armour/penetration system. (Armour rating/energy defence, damage reduction, resistance.)
Complex, limited healing magic. (Cure spells to stop bleeding, heal spells to restore health, soothe spells to remove nonlethal damage, restore spells to do a bit of all of the above and restore limb damage by a little bit, rehabilitate spells to restore ability score damage.)
Super-mode mechanics available for use at higher levels. (Racial celestial forms, class-based divine forms.)
Deadly monsters with both special abilities and class levels.
Many joke weapons in all the uselessness they have in real life, from the nun-chuck (works better as a garrotte than a bludgeon) to the quarterstaff (less damage than a punch, breaks the first time you use it) to the chainsaw. (Heavy, short reach, requires fuel, deals less damage than a proper sword, gets one attack per round, kicks back to wound the user, gets its chains jammed with sinew the moment you cut into something, can't penetrate armour and needs five rounds to warm up or it immediately dies after one minimum damage cut, overall the worst weapon in the game.)
Four pantheons of deities, each with their own realm of death. (Guardians & Shinkai, Olympians & Hades, Aesir/Vanir & Helheim, Divines & Dunyyit.) Above these sits the indestructible child god Wandel.