First post in over a year, and it is an updated version of the ruleset I posted as my magnum opus in February of 2019.
I can't say precisely what drives me to forever re-write these rules, though part of it is certainly a lack of play. This is a problem I hope to amend soon, if only virtually. Given that my play group has spread itself over much of the state now, that would appear to be our only viable option even without Covid-19 running amok.
Despite the dearth of play, I have, in the past year and change, had ample time to contemplate what makes a robust and flexible ruleset. I have not been posting my ideas here, mostly for lack of time or motivation, but I also find some guiding priciple in what Stephen King has said on several occassions about writing notebooks and journals, "They're a great way to immortalize bad ideas."
Now that these ideas have stewed for a while, I feel imbued with just enough confidence to put them on here.
Some of the things you may find interesting in these new rules:
- No ability modifiers. I want treasure that provides bonuses to be the most important modifier.
- Two "defenses" cover everything: Armor Class, and 4th Edition-style "save-on-10+" d20 rolls.
- The most available healing has a kind of "cap" mediated by a 4th Edition-style "bloodied" status.
- Four classes available, one per "pillar" of fantasy dungeoneering: Outlanders (wilderness travel), Sages (literacy and healing), Thieves (getting into places you aren't supposed to be), and Warriors (killin' sh*t). No race-classes so that the rules don't require changes if elves, dwarves, or halflings aren't featured in your game.
- The rules don't include a rigid magic system. Rather, they provide examples of how to make magic self-limiting. GM discretion is paramount. Sages can be the de facto "magic user" if that is a player's aim.
- Monsters have very simple stats, and are not meant to be "balanced" for groups of any particular level or size. Like spells and magic, example monsters are provided in a wandering monster table.
- 1d6 weapon damage. 1 damage for unarmed strikes or hits with torches. 2d6 (or 2) for critical hits.
No comments:
Post a Comment