making some progress on #3eish, here is a mechanical skeleton of the basic rules including:
- core mechanic (it's the d20 system, but there are sometimes degrees of success)
- how all the attributes get used
- hit dice and points
- injuring and recovering your attributes!
- subdual! deprivation! exhaustion! carrying capacity! hot and cold weather!
check it out here:
one might even say that 4e is the only edition of d&d to be coherently designed
i worry that this will not feel enough like d&d, but i like the idea of dexterity used as an active defense, and the way this ties into the action economy; it makes attacks of opportunity a riskier strategy, when they leave you unable to use your active defense until next round
here's how ac fits into this:
- base difficulty to hit a foe is 1 (2 for unfamiliar weapon)
- light (helmet & jack), medium (chain) and heavy (breastplate) layers of armor increase difficulty by 1 each
- if the attack roll succeeds by the target's Agility (one-half dex score) or less, they can use a reaction to dodge it
"difficulty" is thus a number 1-10, and every increment of difficulty is 15%, a meaningful difference in play (imo)
unlike in numenera, difficulty for a task is set mostly without reference to who is going to be doing it, with the sole exception that a check or attack made without a relevant skill is at +1 difficulty (this is the nonproficiency penalty)
thinking about the core mechanic of #3eish
i don't want to significantly alter "d20 plus mods >= TN" because imo it's at the heart of the vibes of 3e. however, i am considering adopting a TN of "difficulty times three" a la numenera/cypher system to minimize the complexity involved in setting TNs
Want campaigning rules? Like Smallworld? I got you.
hobbit: Con 10, Size 4.
- carry 9 things ~36lbs
human: Con 10, Size 6 (+2)
- carry 14 things ~52lbs
gnole: Con 9, Size 8 (+8)
- carry 23 things ~92lbs
ogre: Con 8, Size 10 (+25)
- carry 39 things, ~156lbs
giant: Con 7, Size 12 (+50)
- carry 65 things, ~260lbs
if you have problems with the way this math works out i do invite you to keep them to yourself because this system was not easy to put together
after much hemming and hawing i am simply going with "half constitution plus size" as the threshold for being burdened (in units of "items"/approximately 3-5lbs), with characters above a certain size getting bonuses to this threshold from a table
pretty proud of these injury rules:
- when you run out of hp, save or die
- if you live, injury reduces str by 1d6 (special attacks might target a different ability)
- a season after the injury, you can make a save to recover 1d3 points. adults and youths can also make a save a month after, and youths can also make one a week after.
- if these saves don't raise you back to your original score, your ability is permanently reduced and only magical restoration will bring it back.
i do think the appropriation of reflex saves by wis and will saves by cha is correct and here to stay
i actually think this is pretty well balanced, even if i'm not crazy about adding a fourth save category to distinguish STR and CON saves
however, i do think the division makes sense? fortitude for poison and physical restraint, vitality for death saves, recovery from disease and injury
uses of the abilities in #3eish (other than skill checks)
STR: fortitude saves, physical damage rolls
DEX: hand and thrown attacks, AC
CON: vitality saves (to recover from disease and injury), hp, carrying capacity, interval between checks vs exhaustion
INT: skill points, arcane mastery (caster level) checks, spells per day
WIS: reflex saves, initiative rolls, shooting attacks, DC to be surprised
CHA: will saves, magic damage rolls, leadership, petitions (divine spells)
spends altogether too much time thinking about ttrpgs.
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