These are just some ideas and scratchings of notes and things I’ve put together of the system I think I’d want to either run or play in. Super easy, lots of wriggle room for the room, rules light, etc etc. Its way way alpha but like I said, these notes are just the base of what would go into my system. And yes I did get some of these from places around. Just thought I’d share.
Players don’t die and can’t be ressed during combat, only after combat. They don’t die but they are ressed with a crippling affect like dismemberment or disfigurement, etc. – KO, disfigure, broken bones(stats take negatives), etc
Usage Die – Any consumable has a usage die associated. When the item is used the die is rolled, if a 1-2 is rolled, the die is reduced in this chain: d20>d12>d10>d8>d6>d4 – when 1-2 is rolled on d4 the item is expended.
If warrior is holding a sheild they can use shield shovey splintered to shatter the shield negating all damage.
If the PC takes actions favored by that alignment the Allegiance score of appropriate alignment(s) goes up by a few percentage points. E.g. Saving a village and meting out justice would increase Law, murder and mayhem would increase Chaos, and preserving the natural world would increase Balance. Actions could also decrease Allegiance, especially if favored by an opposing power. When one Allegiance score outpaces all others and reaches 100%, the Power(s) behind that Alignment may give the character special abilities … and missions to fulfill.
Describe the setup and the scene.
Describe your actions and what you want to do.
For all actions roll 1d10 (2d6?) + bonus for (1) feat – http://rumkin.com/reference/dnd/diestats.php
- 1 = Fail miserably
- 2-5 or 2-7? = Pass with consequence
- 6-9 or 8-9? = Pass
- 10 = Overwhelming success
- Difficulty Rating: GM can call for a difficulty rating based on how hard the action would be. IE; you wouldn’t be able to actually attack and hit a god.
(((DUNGEON WORLD – 10+, the player gets a full success and it’s all good. On a 7-9, it’s a partial success; they don’t get everything they wanted or they’ll get what they want, but have to sacrifice something else. On a 6 or lower, they’ve failed.)))
Damage Rolls (Dagger/Shortbow, 1d3, short sword/Longbow 1d6, long sword/Crossbow? 1d10)
- Roll damage + bonus for (1) feat
Taking Damage (Light armor, medium, heavy armor = #? bonus – negates that much damage)(downside of heavy armor??)
On Death – 10+ Cheat Death(1x), 5-9 negotiate(1x), 1-4 die – On second time, just re-roll.
Must choose career!! – Must be specific(can’t be adventurer, can be sell sword)
Must choose advantage!! virtues, merits or edges
Must choose disadvantage!! flaws or hindrances
- Make SPECIFIC TO SITUATION feat list
- Make spell list
- Make character sheet
- make skill list per class
- Magic Damage – what spells o what damage?
- Figure out how much hp is appropriate – average roll of 1d6 x4 rounds to kill the person
BOLD = Class Skill
Fighter – Bluff, Climb, Escape Artist, Intimidate, Sense Motive, Stealth?
Thief – Acrobatics, Appraise, Bluff, Climb, Disable,Disguise,Escape,Sense Motive,SleightofHand,Stealth, Pick Pocket, Fence?
Mage – Appraise, Disguise, Handle Animal, Heal, Knowledge, Linguistics, Spellcraft, Use Magic Device, Cantrip, Familiar
Cleric – Pray(but may not answer) – Climb?, Heal, Knowledge, Sense Motive, Spellcraft, Use Magic Device, Channel
Engineer – Appraise, Craft, Disable, Escape, Knowledge, Tech, MacGyver— MORE???
Scout/Ranger – Acrobatics, Climb, Disguise, Escape, Handle Animal, Know:Nature,Sense,Stealth,Survival, Familiar, ??
Monk – Acrobatics,Climb,Heal,Know:Nature/Religion,Pray(but may not answer)
Bard – Appraise, Bluff, Disguise, Escape, Handle Animal, Intimidate, Perform, Sleight, Spellcraft
Druid – Climb,Handle Animal,Heal,Intimidate,Know:Nature,Spellcraft, Stealth, Survival
Inquisitor – Spear of purity – Appraise,Bluff,Disable,Disguise,Escape?,Intimidate,Sense,Spellcraft,Stealth, Judgement
Orator ? ability names like Persuade, Enlighten, Condemn, and Negotiate, insult – Appraise, Bluff, Intimidate, Linguistics, Perform, Sense
|Two weapon fighting
Agile Maneuvers -> Dodge
Animal Affinity -> ankle biter
Blind fight -> Sidestep
Bludgeoner -> Crushing Blow
All Consuming Swing
Chokehold -> Sleeper hold
Brawler -> Grapple
Stance (offense +1dmg/defense)
Feint -> False Opening
Flank -> Disarm
Sleight of hand (daze with sleight of hand – “howd they do that?)
Misdirection -> Dirty Trick
Dazzling Display->Signature Move
Call Out (make someone attack you)
Shield Proficiency -> Shield Bash
Sneak -> Sap
Shoot on the Run -> Leaping Shot
Eagle Eyes -> Far Shot
Deflect Arrows -> Snatch Arrow
School strike (school taught staff melee)
Spell Bluff (Make it seem like casting another spell)
Back to Back
Broken Wing Gambit
Elemental – Fire/Water/Air/Earth
Jinx (cause bad luck)
Manipulate (only works when unconscious)
Break (breaks a thing with touch)
Endure (elemental endurance)
See aura(Detect Magic)
|Dimensional … stuff??|