Post by Hogscape on May 7, 2009 9:28:16 GMT -5
Here it is, mini T&T with mini numbers to crunch. Your thoughts and comments (with or without barbs would be greatly appreciated).
This is only a first draft with minimal playtesting.
Human Dwarf Elf Hobbit
ST +0 +1 +0 -1
Dex +0 +0 +2 +2
Lk +0 -1 +0 +2
Con +0 +2 -2 +1
IQ +0 +0 +1 +0
Chr +0 -1 +2 +0
Disc. +3 +1 +0 +0
Spend discretionary points as required, no attribute higher than +3 to begin with. May reduce up to 2 attributes by -1 to gain additional points to assign elsewhere.
Combat Adds = ST + Dex + Lk (Wizards do not gain Adds for ST)
Missile Adds = Dex + Dex + Lk
Hit Points = 6 + Cn + Cn (recover 1 point per level per day of rest)
Power = 6 + Int + Chr (spells cost 1 point +1 point per level, so a level 3 spell costs 4 points to cast). Recover 1 point per level per 10 minutes of rest.
Character Types
Warrior:
+3 Adds
May use weapons with a modifier of +1 greater than ST.
Basic armour rating of 1 (even when unarmoured).
Shield and armour rating unlimited.
Begins with small shield, medium weapon, medium armour.
Key Att ST.
Rogue:
+1 Talent.
Begins with one spell
Must have ST equal to weapon modifier to use (if modifier +1 or more).
Shield rating must be less than ST.
Armour rating must be less than ST.
Begins with light armour and medium weapon.
Key Att LK, choose a second key attribute.
Wizard:
+3 Power.
Begins with all level 1 spells.
Must have ST equal to weapon modifier +2 or more to use effectively.
Does not gain Adds for ST.
Shield rating must be less than ST.
Armour rating must be less than ST.
Begins with light weapon.
Key Att IQ.
Saving Rolls & Combat
Roll 2d6; one odd, one even, (preferably of different colours) add relevant attribute for SR or Adds for combat
Monster Rating = HP
1/2 MR = Adds (round down). Monsters don’t lose adds as their MR is reduced through wounding.
Average challenge for L1 fighter = MR 20
Saving Roll = 3 + level of SR
Lvl SR Min. Att
1 4+ -1
2 5+ +0
3 6+ +1
4 7+ +2
5 8+ +3
Increasing level
+1 to any attribute per level
+1 to key attribute (rogues may choose) and one other stat at odd levels (3, 7, 9 etc.)
Start with one +1 Talent, gain an additional +1 (could be assigned to a new Talent) at level 4, 8, 12 etc.
Experience Points
Each hour (or part thereof) earns each surviving character 10 points.
The GM may award 5 - 10 adhoc points per session for good ideas and role-play.
Gain a new level at 30, 60, 90, 120, 160, 200, 250, 300, 350 etc. points.
Armour
Shields: 1, 2 or 3 points of protection (small, medium and large)
Light 1 (leather), Medium 2 (ring), Large 3 (chain), Heavy 4+ (plate)
Weapons
Unarmed -1, Light +0 (dagger, staff or sling), Medium +1 (short sword, long knife or bow), Large +2 (broadsword, scimitar, spear, crossbow or longbow), Heavy +3 (2-handed weapons, Special +4 etc.
Missile Fire
Works in the same fashion as melee combat; the target’s roll represents his attempt to dodge or otherwise avoid getting hit, the only difference is that a missile user can’t suffer damage when attacking a distant foe armed only with melee weapons. Missiles are always directed against one target not added to the groups total.
Costs
1d6 x 10 GP to buy basic gear (as per existing rules)
Light equipment costs 10g plus 10g per +1
Medium costs 30g plus 10g per +1
Large costs 40g plus 20g per +1
Heavy costs 40g plus 30g per +1
Example Character
Rynk, level 1 warrior
ST +2, DX +0, LK +0, CN +2, IQ -1, CH +0
HP: 10, Adds: +5 (+6 with sword), 2 points of armour
Talent: Veteran of the Kilaqi Saga +1
Medium sword +1
Small shield 1
Leather armour 1
Sample Combat (all dice rolls real as they came)
Rynk + 6 Adds and 2 points of armour (HP 10)
Glanok the ork with an MR of 12 (+6 Adds, 12 HP, no armour)
Round 1
Rynk rolls -4, +1 (total -3) applying his +6 adds we get a net Combat Point Total of +3.
Glanok rolls -1, +2 (total +1) applying his +6 adds we get a net result of +7 or 4 points of damamge for Rynk (Rynk’s HP drop by 2 due to his armour).
Round 2
Rynk HP = 8
Glanok HP = 12
Rynk rolls -1, +4 for a total of +9.
Glanok rolls -3, +1 for a total of +4. Glankok takes a massive 5 points of damage, dropping his HP total to 7 but his combat abilities are unaffected.
Round 3
Rynk HP = 8
Glanok HP = 7
Rynk rolls -2 and +1 for a total of +5.
Glanok rolls -1, +6 for a total of +11 or 6 points of damage (of which Rynk only takes 4 due to his armour and shield).
Round 4
Rynk HP = 4
Glanok HP = 7
Rynk rolls -5, +2 for a total of +3
Glanok rolls -4, +4 for a total of +6. Again, Rynk takes damage, 3 points -2 for armour or 1 point.
Round 5
Rynk HP = 3
Glanok HP = 7
Rynk rolls -2, +2 for a total of +6
Glanok rolls -2, +6 for a total of +10. Even with Rynk’s 2 points of armour, he has to take 2 damage!
Round 6
Rynk HP = 1
Glanok HP = 7 (things aren’t looking good for Rynk, he’s been outclassed from the beginning)
Rynk rolls -6, +6 for a total of +6.
Glanok with a triumphant roar rolls -5 and +2 for a total of +3. Despite his confidence, Glanok must take 3 points of damage.
Round 7
Rynk HP = 1
Glanok HP = 4
Rynk rolls -1, +5 for a total of +10 (obviously driven by desperation).
Glanok rolls -4, +5 for a total of +7 and takes 3 points of damage. Could Rynk’s luck be changing?
Round 8
Rynk HP = 1
Glanok HP = 1
Rynk rolls -1 and +1 for a total of +3.
Glanok rolls -2 and +4 for a total of +8. Sadly Rynk must take 5 damage, less 2 for his shield and armour - he’s a dead duck!
Level 1 spells
1. Detect Magic (no cost for wizards), range 30 ft. + 10 ft. per additional point spent
2. Portal, open or seal one lock within 30 ft. + 10 ft. per additional point
3. Illuminate, creates torch-light for one hour (+30 minutes per extra point spent)
4. Searing, creates a missile bolt (as a +1 weapon) with a range of 100 ft. +1 damage per point spent.
5. Terrify, causes one enemy to flee if it’s MR divided by 5 (drop fractions) is equal to or less than the caster’s Chr. Increase caster’s effective Chr by +1 per 2 additional points spent.
6. Vorpal Blade, instantly adds +1 to any friends’ bladed weapon within 20 ft.
This is only a first draft with minimal playtesting.
Human Dwarf Elf Hobbit
ST +0 +1 +0 -1
Dex +0 +0 +2 +2
Lk +0 -1 +0 +2
Con +0 +2 -2 +1
IQ +0 +0 +1 +0
Chr +0 -1 +2 +0
Disc. +3 +1 +0 +0
Spend discretionary points as required, no attribute higher than +3 to begin with. May reduce up to 2 attributes by -1 to gain additional points to assign elsewhere.
Combat Adds = ST + Dex + Lk (Wizards do not gain Adds for ST)
Missile Adds = Dex + Dex + Lk
Hit Points = 6 + Cn + Cn (recover 1 point per level per day of rest)
Power = 6 + Int + Chr (spells cost 1 point +1 point per level, so a level 3 spell costs 4 points to cast). Recover 1 point per level per 10 minutes of rest.
Character Types
Warrior:
+3 Adds
May use weapons with a modifier of +1 greater than ST.
Basic armour rating of 1 (even when unarmoured).
Shield and armour rating unlimited.
Begins with small shield, medium weapon, medium armour.
Key Att ST.
Rogue:
+1 Talent.
Begins with one spell
Must have ST equal to weapon modifier to use (if modifier +1 or more).
Shield rating must be less than ST.
Armour rating must be less than ST.
Begins with light armour and medium weapon.
Key Att LK, choose a second key attribute.
Wizard:
+3 Power.
Begins with all level 1 spells.
Must have ST equal to weapon modifier +2 or more to use effectively.
Does not gain Adds for ST.
Shield rating must be less than ST.
Armour rating must be less than ST.
Begins with light weapon.
Key Att IQ.
Saving Rolls & Combat
Roll 2d6; one odd, one even, (preferably of different colours) add relevant attribute for SR or Adds for combat
Monster Rating = HP
1/2 MR = Adds (round down). Monsters don’t lose adds as their MR is reduced through wounding.
Average challenge for L1 fighter = MR 20
Saving Roll = 3 + level of SR
Lvl SR Min. Att
1 4+ -1
2 5+ +0
3 6+ +1
4 7+ +2
5 8+ +3
Increasing level
+1 to any attribute per level
+1 to key attribute (rogues may choose) and one other stat at odd levels (3, 7, 9 etc.)
Start with one +1 Talent, gain an additional +1 (could be assigned to a new Talent) at level 4, 8, 12 etc.
Experience Points
Each hour (or part thereof) earns each surviving character 10 points.
The GM may award 5 - 10 adhoc points per session for good ideas and role-play.
Gain a new level at 30, 60, 90, 120, 160, 200, 250, 300, 350 etc. points.
Armour
Shields: 1, 2 or 3 points of protection (small, medium and large)
Light 1 (leather), Medium 2 (ring), Large 3 (chain), Heavy 4+ (plate)
Weapons
Unarmed -1, Light +0 (dagger, staff or sling), Medium +1 (short sword, long knife or bow), Large +2 (broadsword, scimitar, spear, crossbow or longbow), Heavy +3 (2-handed weapons, Special +4 etc.
Missile Fire
Works in the same fashion as melee combat; the target’s roll represents his attempt to dodge or otherwise avoid getting hit, the only difference is that a missile user can’t suffer damage when attacking a distant foe armed only with melee weapons. Missiles are always directed against one target not added to the groups total.
Costs
1d6 x 10 GP to buy basic gear (as per existing rules)
Light equipment costs 10g plus 10g per +1
Medium costs 30g plus 10g per +1
Large costs 40g plus 20g per +1
Heavy costs 40g plus 30g per +1
Example Character
Rynk, level 1 warrior
ST +2, DX +0, LK +0, CN +2, IQ -1, CH +0
HP: 10, Adds: +5 (+6 with sword), 2 points of armour
Talent: Veteran of the Kilaqi Saga +1
Medium sword +1
Small shield 1
Leather armour 1
Sample Combat (all dice rolls real as they came)
Rynk + 6 Adds and 2 points of armour (HP 10)
Glanok the ork with an MR of 12 (+6 Adds, 12 HP, no armour)
Round 1
Rynk rolls -4, +1 (total -3) applying his +6 adds we get a net Combat Point Total of +3.
Glanok rolls -1, +2 (total +1) applying his +6 adds we get a net result of +7 or 4 points of damamge for Rynk (Rynk’s HP drop by 2 due to his armour).
Round 2
Rynk HP = 8
Glanok HP = 12
Rynk rolls -1, +4 for a total of +9.
Glanok rolls -3, +1 for a total of +4. Glankok takes a massive 5 points of damage, dropping his HP total to 7 but his combat abilities are unaffected.
Round 3
Rynk HP = 8
Glanok HP = 7
Rynk rolls -2 and +1 for a total of +5.
Glanok rolls -1, +6 for a total of +11 or 6 points of damage (of which Rynk only takes 4 due to his armour and shield).
Round 4
Rynk HP = 4
Glanok HP = 7
Rynk rolls -5, +2 for a total of +3
Glanok rolls -4, +4 for a total of +6. Again, Rynk takes damage, 3 points -2 for armour or 1 point.
Round 5
Rynk HP = 3
Glanok HP = 7
Rynk rolls -2, +2 for a total of +6
Glanok rolls -2, +6 for a total of +10. Even with Rynk’s 2 points of armour, he has to take 2 damage!
Round 6
Rynk HP = 1
Glanok HP = 7 (things aren’t looking good for Rynk, he’s been outclassed from the beginning)
Rynk rolls -6, +6 for a total of +6.
Glanok with a triumphant roar rolls -5 and +2 for a total of +3. Despite his confidence, Glanok must take 3 points of damage.
Round 7
Rynk HP = 1
Glanok HP = 4
Rynk rolls -1, +5 for a total of +10 (obviously driven by desperation).
Glanok rolls -4, +5 for a total of +7 and takes 3 points of damage. Could Rynk’s luck be changing?
Round 8
Rynk HP = 1
Glanok HP = 1
Rynk rolls -1 and +1 for a total of +3.
Glanok rolls -2 and +4 for a total of +8. Sadly Rynk must take 5 damage, less 2 for his shield and armour - he’s a dead duck!
Level 1 spells
1. Detect Magic (no cost for wizards), range 30 ft. + 10 ft. per additional point spent
2. Portal, open or seal one lock within 30 ft. + 10 ft. per additional point
3. Illuminate, creates torch-light for one hour (+30 minutes per extra point spent)
4. Searing, creates a missile bolt (as a +1 weapon) with a range of 100 ft. +1 damage per point spent.
5. Terrify, causes one enemy to flee if it’s MR divided by 5 (drop fractions) is equal to or less than the caster’s Chr. Increase caster’s effective Chr by +1 per 2 additional points spent.
6. Vorpal Blade, instantly adds +1 to any friends’ bladed weapon within 20 ft.