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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Sep 2009

    Default My System Remake: Main Thread

    Ok, I've finally got enough of my system remake to post the table of contents. (I still don't have a good name for it though, unfortunately.)

    First, an unofficial introduction:
    Why am I making a system remake? Well, in short because 3.5 is great, and it's horrible. It's great in that:
    -It allows for heavy customization of characters.
    -It is quite versatile. It can handle a combat-based game, or a more interaction-based game, or a wilderness survival game, or a dungeon-exploring game, or any combination of those. Not as well as a game specialized in those areas, but pretty well.
    -It gives the DM enough leeway to make an interesting game, while still providing enough rule structure that he doesn't have to make too many judgement calls.

    It's horrible in that:
    -The balance is completely broken if the players are trying to make an effective character without restraint.
    -The balance is severely broken if the players are simply not trying to avoid unbalanced characters.
    -The balance is pretty broken even if the players are trying to avoid unbalancing the game but don't really know what they're doing in that regard.
    -The combat system favors purely offensive builds, leading to a "rocket tag" effect.
    -Magic items...I'll let Grod The Giant comment on this issue. (I won't go as extreme as his fix does in removing them, though.)
    -Some classes, most notably the fighter, are bland.
    -Some classes have features that make no thematic sense.
    -The alignments are unclear, and the Law/Chaos one in particular isn't really a major ideological split (more a difference of approach).
    -The experience system, and often the mechanics themselves, favor a "charge in and kill everything" approach, unless the DM takes steps to prevent that.
    -High-level characters are powerful enough that it's often difficult to explain why they can't just do whatever they want with the world.

    Pathfinder fixed some of the issues, but left many unaffected.
    So rather than try to fix each issue individually, and then patch the problems those fixes cause, and keep patching until there are (hopefully) no new problems, I'm simply remaking the whole system (or at least very large pieces of it.)

    Hopefully this system will solve these problems, and be not only playable, but a richer play experience than any of the other systems out there.

    Finally, a few notes regarding the table of contents: The table of contents is divided into three sections: The Player's Manual, the Game Master's Advisory, and the Bestiary. In addition, because there is a substantial overlap with 3.5, I will be using formatting to indicate places that make use of material from there:
    -A topic in italics is one in which this system has the same rules as 3.5, so I won't even write it up. If there's material in the online SRD it's linked.
    -A topic in bold (but not underlined as well) is one for which there is (possibly in addition to material posted or linked) important information (often of a roleplaying or game-running nature) that is found in the books but not in the SRD. I am not posting them (because that would be a copyright violation), and they can't be found online, but I do highly suggest using that material if you have the books. So essentially a bold topic is one where I'm warning you that there's stuff other than what's available online.
    Last edited by Yitzi; 2012-12-02 at 02:36 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Sep 2009

    Default Table of Contents

    Player's Manual

    Introduction

    Character Creation Summary

    Chapter 1: Races and Background
    Choosing a Race
    Racial Characteristics
    Humans
    Dwarves
    Elves
    Gnomes
    Half-Elves
    Half-Orcs
    Halflings
    Background Overview
    Background Descriptions

    Chapter 2: Classes
    The Classes
    Class- and Level-Dependent Benefits
    Primary Class
    Gaining levels: Experience and Training
    Multiclass Characters
    Class Descriptions
    Cleric
    Druid
    Fighter
    Monk
    Ranger
    Rogue
    Sorcerer
    Wizard
    The Paladin Template

    Chapter 3: Abilities and Feats
    Character Points
    Gaining Character Points
    Selling Abilities and Feats
    Ability Descriptions
    Feat Descriptions
    Changing Ability Scores

    Chapter 4: Combat Styles

    Chapter 5: Skills and Traps
    Skills Overview
    Acquiring Skill Ranks
    Using Skills
    Skill Descriptions
    Traps
    Elements of a Trap
    Designing a Trap
    Sample Traps

    Chapter 6: Magic
    Schools of Magic
    Spells Overview
    Designing Spells
    Casting Spells
    Counterspelling
    Types of Spells
    Arcane Spells
    Rituals
    Wizardry
    Divine Spells
    Spell Seed Descriptions

    Chapter 7: Description
    Alignment
    Religion
    Vital Statistics
    Looks, Personality, and Background
    Character Goals

    Chapter 8: Equipment
    Equipping a Character
    Wealth and Money
    Weapons
    Armor
    Goods and Services
    Potions
    Poisons
    Magic Items
    Artifacts

    Chapter 9: Combat
    The Battle Grid
    How Combat Works
    Combat Statistics
    Combat Quick Reference
    Initiative and Reflexes
    Attacks of Opportunity
    Actions in Combat
    Injury and Death
    Movement, Position, and Distance
    Combat Modifiers
    Special Attacks
    Special Initiative Actions
    More Movement Rules

    Chapter 10: Adventuring
    Carrying Capacity
    Movement
    Exploration
    Enviromental Dangers

    Chapter 11: Glossary
    Special Abilities
    Special Powers
    Beneficial Conditions
    Detrimental Conditions
    Condition Summary
    --------------------------------------------
    Game Master's Advisory

    Chapter 1: Running the Game
    What is a GM?
    Style of Play
    Additional Guidelines
    Running a Game Session

    Chapter 2: Using the Rules
    Modifier Types
    Combat
    Line of Sight
    Starting an Encounter
    New Combatants
    Keeping Things Moving
    Combat Actions
    Big and Little Creatures in Combat
    Skill and Ability Checks
    Saving Throws and Reflex Checks
    Adjudicating Magic
    Describing Spell Effects
    Handling Divinations
    Adding New Seeds
    Rewards
    Experience Awards
    Mixed-Level Parties and Experience
    Treasure (PHB pp.167-168)
    Other Rewards
    Character Death
    Making a New Character
    Resurrection Quests

    Chapter 3: Adventures
    Motivation
    Structure
    Site-Based Adventures
    Event-Based Adventures
    The End (?)
    Encounters
    Tailored or Status Quo
    Challenge Ratings and Encounter Levels
    Difficulty
    Tougher Monsters
    Location
    Rewards and Behavior
    Treasure
    Bringing Adventures Together
    Between Adventures
    The Dungeon
    Dungeon Terrain
    Walls
    Doors
    Rooms
    Corridors
    Miscellaneous Features

    Cave-Ins and Collapses
    Illumination
    Dungeon Ecology
    Dungeon Animals
    Wandering Monsters
    Statistics Blocks
    Wilderness Adventures
    Getting Lost
    Forest Terrain
    Marsh Terrain
    Hills Terrain
    Mountain Terrain
    Desert Terrain
    Plains Terrain
    Aquatic Terrain
    Underwater Combat
    Enviromental Hazards
    Weather
    Random Wilderness Encounters
    Urban Adventures
    Weapon and Spell Restrictions
    Urban Features

    Urban Encounters

    Chapter 4: Nonplayer Characters
    Everyone in the World
    NPC Classes
    Civilian
    Warrior
    Nonmartial versions of PC classes
    Calling On NPC Assistance
    NPC Attitudes
    Fleshing Out NPCs

    Chapter 5: Campaigns
    Establishing a Campaign
    Maintaining a Campaign

    Characters and the World Around Them
    War and Other Calamities
    Other Campaign Issues

    Chapter 6: World-Building
    General notes
    Settled Areas
    Frontier Areas
    Deep Wilderness
    Generating Communities
    ]Adventurers
    Demographics and consequences
    Deities
    Building a Different World
    Other Planes
    Plane Descriptions
    Creating a Cosmology

    Chapter 7: Characters
    Randomly Generated Characters
    Customizing Characters
    Races
    Subraces
    Modifying a Common Race
    Changes through Addition and Subtraction

    Class/Race/Background Restrictions
    New Races
    Monsters as Races

    Creating New Races[/I]
    Classes
    Modifying Character Classes
    Creating New Classes
    Prestige Classes
    Creating PCs above 1st Level
    PCs beyond 20th level
    --------------------------------------------
    Bestiary (to come later)
    Last edited by Yitzi; 2013-01-07 at 08:21 PM.

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Sep 2009

    Default Introduction

    Of the many forms of games available, pen-and-paper role-playing games are one of the most versatile. By using a game-master to supplement a fixed set of rules with on-the-spot adjudication and challenge creation, a far more complex game is possible than in most other forms of gaming. While there are many different systems, the system covered in the Open Game License occupies a particular niche due to being fairly flexible in both the challenge types it can handle and in character creation, while still having enough structure to aid in decision-making and suggest certain archetypes.
    Despite its advantages, the Open Game System does have balance issues, as well as areas in which it could be improved with regard to flexibility and worldbuilding aids. For that purpose, I am writing this game system, which is closely based on the Open Game System but is meant to address its flaws and improve on its weak spots. It's my hope that you enjoy it.
    Last edited by Yitzi; 2012-11-09 at 04:08 PM.

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Sep 2009

    Default Re: My System Remake: Main Thread

    Reserved for open game license

  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    Sep 2009

    Default Character Creation Summary

    The following is a guide to the procedure for generating a new character; each step lists the chapter related to that step. While the order given is often the most convenient for generating the character, it is ok to do the steps in a different order, so long as each step that depends on other steps is done after them.
    1. Choose your character's race (chapter 1).
    2. Choose your character's background (chapter 1). If the campaign setting has race/background limitations, they must be followed.
    3. Choose your character's class (chapter 2). If creating a character above first level, choose a class for each level.
    4. Choose your character's primary class (chapter 2). This will usually be a class chosen in step 3, but need not be.
    5. Assign character points to ability scores and feats (chapter 3).
    6. Choose combat styles (chapter 4), skills (chapter 5), and any other class-specific decisions (listed under the appropriate class entry in chapter 2), as appropriate.
    7. Record your character's alignment descriptors, religion (if any), weight, height, age, appearance, and personality, a more detailed background for the character, and the character's goals that lead him/her to adventure (chapter 7).
    8. Choose your character's starting equipment (chapter 8).
    Last edited by Yitzi; 2012-12-02 at 02:25 PM.

  6. - Top - End - #6
    Ogre in the Playground
    Join Date
    Sep 2009

    Default Re: My System Remake: Main Thread

    One more just in case

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