As if the world needs another tabletop RPG, right!? I don't care. I'm writing the game that I'd like to play. It's got elements of old-school games, as well as elements of more modern games that I've been playing the last six months or so. Of course, it hasn't reached it's final form yet, but it's getting there. Essentially, it's based on a 2d8 system (as opposed to the d20 system) with other bits and bobbles to add variety, customizability, and its own unique flair. The elevator pitch of the system is what I call the "7-;8-11; 12+" Rule. That is to say, when rolling 2d8 (plus positive/negative modifiers from abilities, skills, talents, or situational circumstances) this main rule governs the results. A 7 or less is a fail with varying consequences. On the plus side, failing is where you gain XP. A result of 8-11 is a moderate success with a minor setback -- you hit your target but they get a counter attack; you steal the gem, but maybe somebody saw you; you convince the merchant, but only if you accept their counter bargain; your spell goes off, but your target has a chance of avoiding it, etc. A 12+ is a resounding success.
I had originally planned to have this "little" game maxed at 20 pages -- boy, was I stupid. I'm now well over 20 pages and believe that it will be completed around the 100-page mark (including class talent and spell descriptions). I've been having a blast writing, playtesting, tweaking, and re-tweaking this little game until the wee hours of the morning. It might be complete within the next few months, only to be completely rewritten again...Who knows? In the meantime, I'll leave you with a few teasers:
The
Classes
“The
Warrior” – Whether dominating foes with
sword and shield, two-handed warhammer, or bow and arrow, the Warrior is
unmatched in skill with weapons and armor.
+1
to Act or React and one more +1 bonus that may be added to any ability besides
Magic. Warriors are unable to use the Magic ability. Warriors use 1d8 for weapon
damage. Warriors begin with three Talent Points that may be used on the Warrior
Talent Tree.
“The
Rogue” – A stealthy shadow-prowler, their footsteps
or whispers rarely heard by their quarry before a knife has been put in their
chest, or their pockets emptied, the Rogue is a quick-fingered scoundrel.
+1
to React or Sway and one more +1 bonus that may be added to any ability besides
Magic. Rogues are unable to use the Magic ability. Rogues use 1d6 for weapon
damage. Rogues begin with all Level-1 Scoundrel Talents on the Rogue Talent
Tree, and three Talent Points that may be used on the Rogue Talent Tree.
“The
Spellcaster” – Equipped with a mind fit
to unravel the world’s arcane mysteries, and the ability to weave them into
spells of healing, harm, or manipulation, the Spellcaster is one with power
like no other.
+1
to “Magic” or “Wits” and one more +1 bonus that may be added to any ability. Spellcasters
use 1d4 for weapon damage. Spellcasters begin with three Talent Points that may
be used on the Spellcaster Talent Tree.
The
Races
Human
“Humans
are the most widespread race, coming from a multitude of backgrounds, and are more
well-rounded than other races.”
Racial
Traits: +2 Body HP; +2 Mind HP; +2 Soul
HP .
Skills: Humans begin with +1 to any one skill, and can
spend five Skill Points.
Dwarf
“Dwarves
are short, stout, and hearty. They mostly live underground or in mountain
kingdoms, and have an intense fascination with gold, jewels, and well-crafted
arms and armor.”
Racial
Traits: +6 Body HP; 60’ infravision;
cannot use 2-handed weapons or longbows due to small stature; +1 Act vs. poison;
+1 Wits vs. spells.
Skills: Dwarves begin with 2 bonus points used in
any combination between Dungeoneering and Appraisal, and can spend four Skill
Points.
Elf
“While
mentally and soulfully strong, Elves are physically frail compared to other
races. They mostly live in forests or away from human settlements, and their
sensitive ears and eyes make them all the more aware of what is happening
around them.”
Racial
Traits: -4 Body HP; +5 Mind HP; +5 Soul
HP; 60’ infravision; -2 Act vs. poison; +2 Wits vs. spells.
Skills: Elves begin with +1 Nature and Perception, +1
Dungeoneering when looking for secret doors, and can spend four Skill Points.
Half-Elf
“Having
mixed blood, Half-elves do not share all the same boons as Humans or Elves.
What they have inherited, however, is a quick tongue and ability to read
others. They can be found dwelling among small forest tribes or in the cities
of men.”
Racial
Traits:+1 Body HP; +3 Mind HP; +2 Soul HP;
30’ infravision, -1 Act vs. poison, +1 Wits vs. spells
Skills: Half-elves begin with +1 Deception and
Insight, +1 Dungeoneering when looking for secret doors, and can spend four
Skill Points.
Halfling
“Halflings are a bit more
vulnerable to physical damage, but are very pure, soulful creatures. Their
small stature allows them to sneak around and hide almost anywhere, and their
love of reading a good book next to a warm fire has filled their tiny heads
with all sorts of knowledge.
Racial
Traits: - 2 Body HP; +8 Soul HP;
opponents larger than human size attack Halflings at -1; no 2-handed weapons or
longbows due to small stature; +2 Wits vs. Soul HP-damaging spells; 1d4 weapon
damage dice, regardless of class, but may still advance on Class Talent Trees on
one die type lower.
Skills: Halflings begin with +1 Stealth and Lore ,
and can spend four Skill Points.
Half-Orc
“Half-Orcs
are notoriously hardened, but weaker in mind and soul due to corrupted blood.
Their greyish or greenish skin and monstrous appearance make them all the more
frightening to behold.”
Racial
Traits: +12 Body HP; -3 Mind HP; -3 Soul
HP; +1 bonus damage to all weapons.
Skills: Half-Orcs begin with +2 Intimidation and
may use Act modifier instead of Sway modifier when using the Intimidation
skill, -2 Persuasion, +1 Dungeoneering when looking for secret doors, and can
spend four Skill Points.
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