burke
4th Level Troll
Posts: 393
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Post by burke on Nov 23, 2009 10:46:16 GMT -5
Inspired by Nicolas Dessaux's one page OD&D rules. I thought to create something similar. Delvers of the Unkown is my two page T&T inspired rules system (designed to be printed on both sides of one sheet of paper). The rules are quite complete and even though the mechanics are quite different they should be more or less compatible with those of T&T. You can download the PDF here: www.mattiaswikstrom.net/rpg/bin/Delvers_of_the_Unknown.pdfIt is completely untested, so if anyone wants to give it a try and report back, I'd be interested to hear how it works.
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Post by ragnorakk on Nov 23, 2009 10:55:35 GMT -5
"...he is devoured." (!!!!) have an exalt - this is F'in awesome. get ready for some web traffic!
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Post by wilowisp on Nov 23, 2009 11:34:03 GMT -5
A really nice effort; and certainly as playable as T&T proper. I like the combining of attributes. I like the simplified approach to weapons as well. Having only three armor types seems a bit limiting however,and placing the "shield" into the weapon category just seems kinda odd . I like the magic system in principle; however, I was a bit put off by this statement: "Sorcerer's can call on demons and gods to perform acts of sorcery." In such a "lite-approach" game, I'm surprised to see such a limitation placed on characters. Personally, I wouldn't ever take this approach for magic-using PCs, and one of the things that has attracted me to T&T was the psychic definition of magic. Perhaps you could change the rule sheet to read something like: "Sorcerer's call on demons and gods , manipulate psychic energies, or practice other arcane sciences to perform acts of sorcery." Something like this would be less limiting.
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burke
4th Level Troll
Posts: 393
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Post by burke on Nov 23, 2009 11:45:08 GMT -5
In such a "lite-approach" game, I'm surprised to see such a limitation placed on characters. What limitations? Take a look at the example effects table and read the rules more carefully. A sorcerer can do whatever pops into his head, he just needs to describe the effect he wants achieve and the referee assigns a difficulty for the conjuration. This system is far less limited than the one in T&T and dare I say in most other games. I think you just misunderstood my wording. The idea is that the Sorcerer's use the demons and gods to perform what most people call magic. In exchange for these services the sorcerer expends brawn. Sorcery is dangerous and thus there is always a little chance that the sorcerer can be killed by the powers he conjures. I like my armor simple like in OD&D, also it would be difficult to differentiate between many types of armor without raising the protection values (I don't want to do this since high armor often leads to stalemates). The shield is grouped with the weapons because I wanted to make it clear that the shield is a weapon as well (1 extra point of damage). I think many games completely ignore this as aspect concerning shields.
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Post by jongjungbu on Nov 23, 2009 12:44:24 GMT -5
I think wilowisp is referring to the player having to cast via demons or Gods and that the roleplay theme of that is limiting to characters he would want to play. Such as a sorcerer manipulating energies not derived from other sources but through himself.
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burke
4th Level Troll
Posts: 393
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Post by burke on Nov 23, 2009 13:19:25 GMT -5
I think wilowisp is referring to the player having to cast via demons or Gods and that the roleplay theme of that is limiting to characters he would want to play. Such as a sorcerer manipulating energies not derived from other sources but through himself. Oh, I see. I misunderstood. Perhaps I'll change the wording if it will fit (the space is limited ). I think its much more interesting and sword & sorcery to get eaten by a demon. But to each his own I guess. PS: I've now updated the pdf. Thanks for the suggestion Willowisp!
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Post by wilowisp on Nov 23, 2009 13:30:10 GMT -5
I think wilowisp is referring to the player having to cast via demons or Gods and that the roleplay theme of that is limiting to characters he would want to play. Such as a sorcerer manipulating energies not derived from other sources but through himself. This indeed. I've had some thoughts on the issue of armor. Maybe instead of labeling the specific kind of armor in the rules, you could make it instead "Light", "Medium", and "Heavy", and then give examples in parentheses like you do for the weapons. That way a PC could have leather, silk, wood, or bamboo armor; but in game terms it would be mechanically "Light". or have either chain, scale, or seashell, but it would all functionally be "Medium, Etc.
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Post by wilowisp on Nov 23, 2009 13:40:10 GMT -5
PS: I've now updated the pdf. Thanks for the suggestion Willowisp! Glad to be of service. Actually, the downside is now I have yet another game I want to spring on my unsuspecting players. It took effort indeed to break them from Classic D&D to go T&T............
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burke
4th Level Troll
Posts: 393
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Post by burke on Nov 23, 2009 13:45:23 GMT -5
I've had some thoughts on the issue of armor. Maybe instead of labeling the specific kind of armor in the rules, you could make it instead "Light", "Medium", and "Heavy", Thanks for another good idea. I'd already done it with the weapons, but somehow did not think to do it with the armor as well. It really helps to have someone else read through your stuff. I've updated the pdf again.
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Post by feldrik on Nov 23, 2009 14:47:06 GMT -5
Oh curses...and an Exalt! My groupe had just decided on microlite D20 as the core mechanic to use and now you make it easy to choose something else! I will have to present this and see if it goes over well.
If not, little do they know that my tweeking of MD20 is really T&T with a D20...mostly.
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LouGoncey
1st Level Troll
"f**k my life."
Posts: 12
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Post by LouGoncey on Nov 23, 2009 16:34:47 GMT -5
so, the MR rating is actually the Brawn of the monster. And you have to do MR -10 to determine the adds of the monster before you make the combat roll? I am just seeing if I get this...
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Post by wilowisp on Nov 23, 2009 18:43:38 GMT -5
So, what's the difference between a Sword-master and a Rogue effectively? I get the difference for Sorcerers and other classes, but here I can't find a functional difference...........
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Nov 23, 2009 18:58:23 GMT -5
Burkie, this is quite brilliant... Now all we need is for some bright spark(s) to create a series of one-page settings to go with the rules! I'll cook up some PCs and have some battles so we can get rid of that 'untested' feeling. ;D
The only thing I'd change is 'damage reducing brawn' as it might cause some players to assume that taking wounds impacts on your capacity to wield weapons and wear armour (perfectly reasonable but not very 'lite'). Damage = Brawn = dead is different to reducing Brawn.
Also, how about a few MR examples? Reduce your font by 1 point and you'll have bags of room.
*Hogscape loads the Exalting Cannon*
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Post by ProfGremlin on Nov 23, 2009 23:06:48 GMT -5
Burkie, this is quite brilliant... Now all we need is for some bright spark(s) to create a series of one-page settings to go with the rules! What about Skathros' Quick Play Adventures - t-t.wikidot.com/ I haven't had a chance to look over your rules yet, Burke, but these seem as if they would fit the bill with minimal work.
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burke
4th Level Troll
Posts: 393
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Post by burke on Nov 24, 2009 3:14:08 GMT -5
so, the MR rating is actually the Brawn of the monster. And you have to do MR -10 to determine the adds of the monster before you make the combat roll? I am just seeing if I get this... Yes, but MR can stand in for the other characteristics as well (but perhaps with a multiplier) as I try to explain in the example. Perhaps the wording for how to deduce the Modifiers could be made clearer somehow? A side effect of the way these rules are set up is that you can easily equip your MR orcs with armor and weapons the same way you do PC's without any complications. But this is entirely optional, monsters can be plain MR as well. So, what's the difference between a Sword-master and a Rogue effectively? I get the difference for Sorcerers and other classes, but here I can't find a functional difference........... The rogue is basically a class for those times when you roll a high bravado (which is their prime characteristic). Rogues fight as swordsmen, but they do not advance their brawn as quickly. Rogues add one point to bravado AND one point to one of the other characteristics when they level up. Which makes them the only class that can advance two characteristics at the same time. The other classes either advance their prime characteristic by two points, OR one of the other by one point. My idea is that the rogue is basically the happy go lucky adventurer who relies as much on his luck as his sword and knows a little of everything.
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