RPG Ruleset

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

------------
 Base stats
------------

Ability         Dice    Class    Min.   Explanation
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
HITPOINTS       STR+CON/2
ARCANA          SPI+INT/2 (arcana = mana, I'm sick of the "mana" word)

Bonuses
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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.

----------------------
 Some example weapons
----------------------

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

--------------------
 Some example armor
--------------------

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

--------
 Combat
--------

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.

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