This is an early prototype of the rules. To see any changes that may be made before they are committed, please go over to the rpg ruleset forum.
Basics
This game will not have levels.
Levels serve no real purpose, all they do is make the player obsessed with leveling up rather than just… enjoying the game. So, we will not have levels. The player will recieve Experience points just like in other RPGs, but these will be used to simply buy/upgrade skills. This probably raises a few questions. For example:
1. If neither characters nor enemies have levels, how will a player know hard an enemy is to beat?
Easy — he doesn't. Why should he?
2. Won't it feel like the character never makes any real progress if he doesn't level up?
Possibly. But we have a nice solution for that which we can discuss later. ;)
Also, another important point:
This game will not have alignments
This sad old D&D legacy really needs to be put out of its misery. What's the point of playing a role when you have to fit it into a personality mold that limits your actions and possibilites? Alignments are stupid.
Actual Rules
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Base stats
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Ability Dice Class Min. Explanation
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Strength 2d6+6 Fighter 10 Physical strength, muscle mass
Constitution 2d6+6 Ranger 10 Build, stamina, endurance
Dexterity 2d6+6 Rogue 10 Agility, nimbleness, coordination
Intelligence 2d6+6 Mage 10 Problem solving, learning ability
Spirit 2d6+6 Cleric 10 Affinity for magic, "holy" attunement
Charisma 2d6+6 Bard 10 Looks, leadership, persuasion
Misc
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HITPOINTS STR+CON/2
ARCANA SPI+INT/2 (arcana = mana, I'm sick of the "mana" word)
Bonuses
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DAMAGE If STR >16 +1 Damage (added to weapon damage)
DODGE If DEX >16 +1 Dodge
RESISTANCE If CON >16 +1 Resistance (e.g. against poison)
etc.
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Some example weapons
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Weapon Damage Type Speed Range
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Dagger 1d8 1h 3 -
Sword 1d8+1 1h 2 -
Axe 1d8+2 1h 2 -
Spear 1d10 2h 1 -
Mace 1d8+1 1h 2 -
Cudgel 1d6+1 1h 2 -
Flail 2d6 1h 1 -
Shortbow 1d6+2 2h 2 ?
Longbow 1d8+1 2h 2 ?
Crossbow 1d8+2 2h 1 ?
Weapon speeds:
1 = Slow
2 = Medium
3 = Fast
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Some example armor
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Armor (example) Abs. DEX Penalty
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Cloth 0 0
Thick cloth 1 0
Leather 2 0
Boiled leather 3 0
Studded leather 4 0
Chainmail 5 -1
Splinted mail 6 -2
Scale mail 6 -2
Plate 7 -3
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Combat
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The player rolls a d20. If s/he rolls below or equal to her weapon skill (1-20),
s/he hits. If above it, s/he misses. The opponent rolls for dodge/parry (same
procedure, <= dodge/parry skill). If that roll fails, the player rolls for damage.
The opponent's armor Absorption is subtracted from the damage dealt, and the final
damage is subtracted from the opponent's hitpoints. Lather, rinse and repeat.
NOTE: It's the same procedure for ranged weapons, aside from that the attack can't
be parried, and that the opponent will need a VERY high DEX to have a chance of
dodging it.
Possible Changes
Critical hits. Sometimes going past all the defenses of an opponent can decide the outcome of a battle.