| ren |
Some of you from Seattle and on other forums know me as Ren, a little crazy, always wanting to play-test and improve existing RPGs.
I worked on 4th Edition and on the 5th Edition of that other system. And while I believe that 5th Edition system is good, it can be even better.
Here are ideas I have play-tested and collected from various comments over the years that have really worked well -- so well that I want to join the Paizo team as an amateur designer. ..just as a hobby. I'm not looking to get paid.
I have a JavaScript game manager that works on browsers for Linux, Mac and Windows. It even works on mobile tablets and phones. Obviously it does not work on I.E. as I.E. has just been discontinued. This is based on Asmor's Combat Tracker. I originally used it for 5th Edition but the lawyers with that company are a bit too strict and unreasonable.
Furthermore, some of those people don't even play the game. It is just a job to them. Some of them have admitted to me that they don't even play-test what they write. Not so with Paizo writers who actually play the game.
What I would like to do is keep this thread open and updated with a revised rule system until we get one that everybody can live with.
The game is here featuring material from the latest Pathfinder Origins comic. I have always been a fan of the publishing and the art of Paizo.
http://d20game.weebly.com
So here is the basic RPG Core System.
1. Instead of Feet, we will use live-action role-playing arbitrary steps and combat map grid squares. 5 English feet equals 1 Square and 1 Step. This is similar to 4th edition. For example WALK 6 means (the character walks 30 feet per turn, up to 6 squares on a map, or up to 6 steps when live-role-playing).
2. Instead of proficiencies, expertise, feat bonuses, and a host of other small modifiers. We will break up all modifiers into these categories.
If an ability score is above 20 for a mortal humanoid, the score becomes 20.
If an armor class is above 30, the armor class becomes 30.
If the level is above 30, the level becomes 30.
If an ability score is above 30 for an immortal or a beast, that score becomes 30.
1d20
-10 to +10 bonus for weapon size, magic item, spell, etc.
-5 to +10 modifier from the relevant ability score
+1 to +10 level bonus calculated LEVEL/3 round up.
Situation Modifiers(this is where feat modifiers would be added)
-10 to +10
versus
Armor Class 10
+1 to +9 Armor Bonus
+1 Shield or Reach weapon Bonus
-5 to +10 Dexterity Modifier
+1 to +10 Level Modifier
3.) No more Spell Slots. Your Spell/Feat Points are equal to your highest ability modifier + your level.
Spells and Feats cost 1 spell point.
To add a target or an ally, you spend another spell/feat point(max 5 targets per turn).
To increase the damage +1d, spend 1 spell point(max 5d per turn)
For dedicated casting classes, your spell area radius is 2x2 (10 feet by 10 feet). Increase the radius by 1 by spending a spell point. Max 5x5.
4.) Skills are grouped in Packages
Athletics(balance, intimidate, ride, swim)
Performance Acting(bluff, deception, disguise)
..for example
5.) Spells are grouped in Packages
The Fire Package(Light, Faerie Fire, Burning Hands, Fireball)
Spell touch or range 3
damage 1d6 for casters(spell radius 2x2+1 per spell point)
1d8 single target damage for fighter-casters+1 target per spell point
1d20+relevant ability modifier+level bonus versus target's dex save
6.)
There are 4 basic classes,
Fighter 1d12 - exclusive use of certain feats
Skilled 1d10 - exclusive use of survival skill package, performance actor and magician package
Fighter-Caster 1d8 - exclusive use of life/necromancy spells
Caster 1d6 - exclusive use of area spells
7.) Feats(mostly situation modifiers toHit and toDamage)
Thrust
Slash
Riposte
Lunge
Bungle
for example
8.) Damage conditions, the same as the current Pathfinder game.
Suggestions?