
GM DarkLightHitomi |
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I am looking to test new mechanics, and as I have two unusual shifts this weekend, I can run some long sessions starting around 7 or 8 at night central time.
As few people want to try a totally new system, I figure on running a few short modules each introducing a single change, to be kept or discarded depending on whether the players liked the change or not.
Some of the changes I want to try,
>Alt dice, players roll a 1d12 plus dice from two ability scores for all checks that would normally roll a d20.
>Skill-based combat rolls
>Skill-based magic
>Alt health/injury/fatigue system that makes seeking injuries the key way to win rather than hp depletion, but many factors, such as spellcasting and fatigue, cost from a much larger pool of hp, making hp a resource to manage over a whole adventure.
>Class-less character building that allows for more leveling up but with raw numerical power separately manageable, so you could have 100 levels over a full AP scale campaign yet you can stay in the tier desired, so stick with gritty realism for a hundred levels or start as superheroes with power but not yet skilled in it's use.
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I don't know how to use any vtt and am not sure if any will even run on my laptop. I plan on sticking primarily with theater of the mind with occasional pictures as needed.
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This can be an exploration of my homebrew setting The Re-Creation, or it can be run as a few season 6 modules. Up to you guys.