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    Default [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Tiny Quest: A simple d20 RPG.
    By: Nicholas Fletcher

    Basics of Tabletop RPG’s:
    A tabletop RPG is a roleplaying game played with other people. One of those people takes on the role of the GM, who creates the world and controls all the characters in it, and also resolves any questions about the rules. The other players make player characters (PC), special characters the GM does not control. The players each control one PC, and use them to explore the world the GM has created. The GM controls all other characters (known as non-player characters or NPC's). Due to the GM being there to make on the fly rulings, tabletop RPG’s allow you to try almost anything.

    Character Creation:
    If you are not the GM, you will need a PC. To make a starting PC, you need to choose the following things in order: ability scores, class skills, gear, race and details. You start at level 1 with no XP and no gold. Your max hit point total is 3+(STR/2), and your daily hero point total is 2+(MIND/2).

    Ability Scores:
    There are three ability scores: Strength (STR; physical power and endurance), Dexterity (DEX; speed, balance and coordination) and Mind (MIND; memory, intelligence and perception). Divide 5 points between the three stats; max starting score is 4. You may lower one stat to -1 to add +1 to another stat.

    Skills:
    There are six skills:
    * Combat (Comb)– Making melee and ranged attacks.
    * Communication (Comm)– Social interaction.
    * Knowledge (Know)– Lore and book learning.
    * Physical (Phys)– Climbing, swimming, dodging, etc.
    * Subterfuge (Subt)– Sneaking, guile, trickery and searching.
    * Survival (Surv)– Tracking, hunting, navigation, healing, etc.
    Select two skills to be your "Class" skills. Your Class skills start at +4. All other skills start at +1.

    Gear:
    New characters start with an adventurer’s pack (backpack with rope, crowbar, torches, flint and steel, bedroll, rations and waterskin) plus any three of the following; you may not choose the same item twice and you must choose at least one weapon:
    * A primary melee weapon (+1 to-hit).
    * A powerful melee weapon (+3 to-hit, uses both hands).
    * A back-up melee weapon (+0 to-hit, +2 to checks to hide it, can use DEX to hit).
    * A ranged weapon (Range 30 feet, +0 to-hit).
    * A caster weapon (-1 to-hit, makes magic attacks, range 5 feet, grants +1 to spell checks).
    * A shield (Grants a +1 to AC).
    * Any one basic spellbook (see "Magic", each color of spellbook counts as a different item).

    Characters can also wear armor. New characters start with a simple outfit (which is not armor at all) and one of the following:
    * Light armor (+1 AC; full DEX for AC).
    * Heavy armor (+3 AC; half DEX for AC; speed -10 feet; -3 Subterfuge; -2 to spell checks).
    * Caster armor (+0 AC; full DEX for AC; +1 to spell checks).
    * Blue spellbook (armor spell, see "Magic").

    Races:
    Choose one of the 7 races, which has the listed effect:
    * Human: Class skills +1.
    * Elf, Kobold: MIND +1.
    * Dwarf, Orc: STR +1.
    * Halfling, Goblin: DEX +1.

    Details:
    You also need to choose the minor details of your character, such as their name, gender and personality. These details, known as fluff, have no game effect, but help to flesh out the character.

    Dice:
    Some tabletop RPG’s require a lot of dice. Tiny Quest requires only a twenty-sided die, known as a d20. Only one is required, but it is better for each player to have their own. If you can’t find one, get a deck of cards and remove the face cards; draw a card and use the number on it (ace equals one); if the card is black, add ten.

    Skill Checks:
    You roll d20 + relevant stat + relevant skill. An action is a success if the total is greater than or equal to the DC, which is set by the GM (If an NPC/monster needs to roll a skill, they roll d20 + threat). If the number rolled is a 1, the check fails regardless of the total (this is known as a natural 1). Not all actions require a check for success; the GM should only call for a check when the consequences of failure are significant, when time is a consideration or when it’s important to determine the degree of success.
    DC scale:
    * Easy: 10
    * Moderate: 15
    * Hard: 20
    * Challenging: 25

    Hero Points:
    Heroes possess skills above and beyond most people. This great skill is measured in hero points. Heroes have a certain number of these points per day, and new heroes have 2+(MIND/2) of them. To regain your daily points, you must get 6 hours of sleep.

    These points can be spent in two different ways. The first is to reroll some skill checks. By spending 1 hero point, you can reroll any skill check that is based on one of your class skills, ignoring the first roll. To-hit rolls count as a Combat skill check for this purpose only. Using a hero point this way does not take any time. You can also spend hero points to cast spells, as detailed in the next section.

    Magic:
    Characters can study spellbooks to cast spells. It takes 10 minutes to study a spellbook and prepare the spell within. Once prepared, you can cast the spell in that book for the next 24 hours; after that time, the spell leaves your mind and must be studied again.

    Casting a spell uses up your attack for that turn, if used in combat. The first time per day you cast a given spell, it is free; each time after that costs 1 hero point. If an item modifies "spell checks", it modifies skill checks made to cast spells. The basic spellbooks are as follows:

    * Red spellbook: Make a super magic attack. This attack is at +5 to-hit, and has a range of 30 feet (the to-hit roll counts as the spell check).
    * White spellbook: Make a Surv + MIND check at DC 15. Success restores two hit points to your target, who must be within 30 feet. If your result is at least 25, restore 4 hit points instead.
    * Yellow spellbook: Make a Comm + MIND check at DC 15. Success grants your target (who you must touch when activating this) +2 to all skill checks/to-hit rolls for 1 minute. If your result is at least 25, the bonus is +4 instead.
    * Blue spellbook: Make a Know + MIND check at DC 15. Success grants your target (who you must touch when activating this) +2 to their AC for 1 minute. If your result is at least 25, the bonus is +4 instead.
    * Grey spellbook: Make a Subt + MIND check at DC 15. Success grants your target (who must be within 30 feet) -4 to all spell checks for 1 turn. This spell does not take up your attack for the turn and can be cast during someone else's turn. If your result is at least 25, the penalty is -8 instead.

    In addition, there are two minor powers you can gain based on having other spells prepared. These minor powers cost no hero points. The powers and the spells you must prepare to get them are:

    Red or Blue: Telekinesis (range of 30 feet, can move up to 5 lbs).
    White or Yellow: Creating handheld balls of light (lights 30 feet radius).

    Monsters and NPC’s:
    The basic stats of a monster or NPC are derived from their threat, which is a number. All monsters have this number; the higher the number, the more dangerous the monster. In general, the threat of a monster should be within 2 of the level of the PC's fighting it.

    Some monsters have extra effects such as boosted AC, boosted skills or spells. Monsters with multiple such effects should be treated as a higher threat than they are.

    Particularly important NPC's (e.g. the main villain) should instead be created like a PC and use those stats.

    Combat:
    Roll d20 + DEX to determine initiative (monsters use d20 + half threat). Characters take turns in combat in order of their initiative. One full set of turns, in which all characters in the combat get a turn, is called a round and takes 10 seconds. When it is your turn in combat, you may do the following two things in any order: Move 30 feet (20 feet in heavy armor), make one attack. Instead, you may use your entire turn to switch one weapon you are holding for one you are carrying (shields are weapons for this purpose only).

    When you make an attack, make a to-hit roll. To-hit rolls are as follows:
    * For melee attacks, roll d20 + STR + Combat (a backup melee weapon may use DEX if the attacker wishes); melee attacks have a range of 5 feet.
    * For ranged attacks, roll d20 + DEX + Combat.
    * For magic attacks, roll d20 + MIND + Combat.
    * Monsters and NPCs use d20 + threat + 1 (some monsters might get a bonus equal to two plus one-third of their threat).
    This is the to-hit roll; if a modifier is listed as “to-hit”, that modifier is applied to this roll.

    An attack hits if the to-hit roll is greater than the AC of the target. As with checks, a natural 1 is an auto-failure.

    AC = 10 + Phys + Armor bonus + DEX (half DEX in heavy armor).
    Monsters use 10 + threat (some monsters might have a bonus equal to two plus one-third of their threat).

    Any attack that hits deals 1 damage to the target (unless it is a grievous injury, see below).

    A starting PC has 3+(STR/2) hit points. Damage takes away these hit points. Any PC with no hit points left is unconscious until they get some back; immediately make a DC 10 Surv + STR check to survive. If you take damage while unconscious, immediately make a DC 20 Surv + STR check to survive.

    Most monsters/NPC’s only have 1 or 2 hit points, though particularly large or tough monsters can have hit points equal to their threat. As with PC’s, damage takes away these hit points. If a monster or NPC has no hit points left, they die.

    Some intelligent monsters can have spells; if a monster has spells, they have hero points equal to one plus half their threat. A monster's spells might be natural abilities (like a dragon's fire breath) or actual spells. Other intelligent monsters get bonuses to some skills; monsters with these skills will take advantage, using strategies to match.

    Special Combat Actions/Modifiers:
    * Combatants that have been attacked in melee this round lose -2 to-hit with ranged attacks.
    * You get +2 to-hit if your target has been attacked by an ally this round.
    * You get +4 to-hit if your target is unaware of your presence.
    * You can choose to give up your movement for the turn in exchange for +2 to hit.
    * You can choose to take a -2 to-hit in exchange for +2 AC for 1 round.
    * When you make an attack, if you are holding two weapons, you may instead make one attack with each weapon. Both attacks suffer -4 to-hit.
    * An attack roll that exceeds the target’s AC by 10 or more points is a grievous injury, inflicting 2 damage to the target.

    Healing after battle:
    By spending 5 minutes, you can try to heal wounds outside of battle. Surv + MIND DC 20 restores 1 hit point; this DC increases by 2 for each time it has been attempted since you last slept 6 hours. Someone else may attempt this roll for you, if they so wish.
    6 hours spent sleeping or unconscious restores all hit points.

    Character Advancement:
    Each time a character survives a battle they gain 1 XP. If the GM determines that a battle was particularly long or tough 2 XP may be awarded. Likewise, the GM may group multiple easy battles together and count them as only a single battle for awarding XP. At the GM’s discretion, additional XP may be awarded for accomplishing objectives or performing heroic deeds.
    It costs 10 XP to level up. When you level up, do the following:
    1: Every skill improves by +1.
    2: Every even numbered level, your max hit points increases by +1.
    3: Every third level (3, 6, 9, etc.), increase your class skills by +1.
    4: Every fourth level (4, 8, 12, etc.), increase any one ability score by +1.
    5: At level 3 and every level that doesn’t trigger any of rules 2-4 (5, 7, 11, etc), your daily hero point total increases by +1.

    Money and Treasure:
    Money is measured in gold. Whenever a character obtains a large amount of generic treasure (coins, gems, art, etc.), they gain 1 gold, 2 if it was a very large amount of treasure. Only important purchases need to be tracked; do not bother tracking inn stays, food purchases/consumption or ammunition use.

    There are two types of treasure in this game. Normal treasure and greater treasure. The various normal treasure is as follows:
    * Adventurer’s pack (full backpack, counts as 1 item)
    * Primary melee weapon (sword, axe)
    * Powerful melee weapon (greatsword)
    * Back-up melee weapon (dagger)
    * Ranged weapon (bow)
    * Caster weapon (staff, wand)
    * Basic spellbook (spellbook)
    * Light armor (leather, chain)
    * Heavy armor (plate)
    * Caster armor (robes)
    * Shield (shield)
    * Health potion (red liquid, if drunk restores 5 hit points, one use)
    * Hero potion (blue liquid, if drunk restores 2 hero points, one use)
    * Masterwork tool (each tool is tied to 1 skill, +2 to tied skill checks)
    Normal treasure can be bought in any town for 1 gold per item. Normal treasure can be sold in any town for 1 gold per 2 items; if you spend 2 weeks to sell the item, you get 1 gold per item.

    The greater treasure available is as follows:
    * Magic weapon: Gets +1 to-hit. Applies to all weapons; if added to a caster weapon, the bonus also applies to spell checks.
    * Magic armor: Gives +1 to AC. Applies to all armor (not shields).
    * Gloves of Rage: Gives +1 to STR.
    * Headband of Precognition: Gives +1 to MIND.
    * Boots of Grace: Gives +1 to DEX.
    * Dust of Enchantment: When applied to one of the above greater treasures, improves the numbers to +2, one use.
    * Greater Spellbook: Allows preparing and casting greater spells (see "Greater Magic").
    Greater treasure can be bought in any large city for 4 gold per item. Greater treasure can be sold in any large city for 2 gold per item; if you spend 2 weeks to sell the item, you get 4 gold per item.

    Items listed as “one use” vanish after use.

    Someone who would rather make their own treasure can do so. To make an item of normal treasure costs 1 gold and produces 2 of the item. Making an item of greater treasure costs 2 gold. Both types of items take 1 month to make.

    As a guideline, each PC who is actively exploring should, over the course of 1 level, find 2 gold and 2 items of normal treasure. As a group, the PC's should find 2 items of greater treasure over the course of 1 level.

    Greater Magic:
    Not all spells are made equal; some are more powerful. Casting a greater spell takes 1 minute, costs 2 hero points (the first time per day is not free), and cannot be done in combat. The greater spells are as follows:
    * Gold spellbook: Make a Surv + MIND check at DC 25. Success brings target dead body that died in the last 2 weeks back from the dead at max hit points; the target loses 1 level.
    * Bronze spellbook: Make a Know + MIND check at DC 25. Success teleports you up to 300 miles with up to five other people; you must have been to the destination before.
    * Silver spellbook: Make a Subt + MIND check at DC 25. Success allows you to name a character and view that character and the surrounding area (10' radius) for 5 minutes.

    Sample Hazards:
    * Falling: 1 damage per 10', half damage on Phys + DEX check. DC=depth fallen in feet.
    * Extreme Heat & Cold: If not protected, Phys + STR check once every 10 minutes (DC 15, +1 per check), taking 1 damage on each failure.
    * Starvation & Thirst: Each day missed after the first deals 1 damage. This damage can only be healed after an unmissed day.
    * Darkness: In dark areas, PC’s suffer -3 to-hit; torches light up a 30 foot radius.

    Sample Monsters:
    All listed as Threat, AC, Hit Points, and bonuses (if any)
    * Orc Grunt: Thr 1, AC 11+2, HP 1, +2 Phys.
    * Orc Leader: Thr 2, AC 12, HP 2, yellow magic, +2 Comm.
    * Goblin Striker: Thr 1, AC 11, HP 1, +2 Subt, +2 to hit.
    * Goblin Warlock: Thr 2, AC 12, HP 1, red/grey magic.
    * Human Wizard: Thr 2, AC 12, HP 1, red/blue magic, +2 Know.
    * Dragon: Thr 4, AC 14+3, HP 4, red magic, +3 to-hit.
    * Troll: Thr 3, AC 13, HP 2, +2 Phys.
    * Elven Cleric: Thr 1, AC 11, HP 1, white magic, +2 Surv.
    * Halfling Thief: Thr 2, AC 12, HP 1, +2 Subt.
    * Dwarf Barbarian: Thr 3, AC 13, HP 2, +2 Surv.

    Sample Traps:
    * Basic Arrow Trap: Atk +10 (1, arrow); Search DC 20, Disable DC 20.
    * Pit Trap: 20 ft. deep (2, fall); Phys + DEX check DC 20 to avoid; Search DC 20, Disable DC 20.
    * Boulder Trap: 5 ft. wide (1, rock); Phys + DEX check DC 20 to avoid; Search DC 20, Disable DC 20.

    Duties of the GM:
    If you are the GM, you are responsible for making the world and controlling the characters in it. Your primary goal should be the fun of all players, yourself included. You have the power to make on the fly rulings about the game, and to make up new stuff as you see fit.
    Last edited by qwertyu63; 2015-01-28 at 01:04 PM.
    My Homebrew-Estote clementes, et numquam desinete discere.-I am always looking for feedback on my homebrew.

    Quote Originally Posted by Sam K View Post
    Although being realistic, what the playground would ACTUALLY do is find the guy, then explain to him how fireballs are suboptimal and help him pick more optimal spells for terrorizing people. And we'd probably argue over what alignment his terrorizing was.

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    Ogre in the Playground
     
    qwertyu63's Avatar

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    I am raising this from the grave, as the system has been revamped. The power system and the loot system have both been thrown out, and replaced.

    Any comments, questions or concerns?

    Fun fact: If my calculations are correct, there are 81,000 possible starting PC's.
    Last edited by qwertyu63; 2013-11-25 at 09:46 PM.
    My Homebrew-Estote clementes, et numquam desinete discere.-I am always looking for feedback on my homebrew.

    Quote Originally Posted by Sam K View Post
    Although being realistic, what the playground would ACTUALLY do is find the guy, then explain to him how fireballs are suboptimal and help him pick more optimal spells for terrorizing people. And we'd probably argue over what alignment his terrorizing was.

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    Thumbs up Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Yet another thing I like made by you!

    To make things interesting, I'd add in the Advantage/Disadvantage system from D&D Next.

    If you don't know the mechanic:
    If you have Advantage in a situation (say, attacking from above), you can roll twice and take the higher result.

    If you have Disadvantage, the opposite is true (You are more likely to be killed in an ambush after all...)

    Anyways, just my two cents.
    Good luck with the game!
    Last edited by Ralcos; 2013-11-26 at 12:16 AM.
    Sweet Kobold from Vault 13 by ThePrez1776 !

    "If the powers that be are angry, give them a weapon."

    Homebrew:

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Quote Originally Posted by Ralcos View Post
    Yet another thing I like made by you!

    To make things interesting, I'd add in the Advantage/Disadvantage system from D&D Next.

    If you don't know the mechanic:
    If you have Advantage in a situation (say, attacking from above), you can roll twice and take the higher result.

    If you have Disadvantage, the opposite is true (You are more likely to be killed in an ambush after all...)

    Anyways, just my two cents.
    Good luck with the game!
    The Advantage/Disadvantage system isn't quite what I was looking for, but it did inspire the hero point system, so thanks.

    Monsters have also been rebalanced after playtesting.
    My Homebrew-Estote clementes, et numquam desinete discere.-I am always looking for feedback on my homebrew.

    Quote Originally Posted by Sam K View Post
    Although being realistic, what the playground would ACTUALLY do is find the guy, then explain to him how fireballs are suboptimal and help him pick more optimal spells for terrorizing people. And we'd probably argue over what alignment his terrorizing was.

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    Orc in the Playground
     
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    Thumbs up Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    You're welcome.

    Plus, this interpretation is cool in of itself. It allows players to be powerful, while being balanced to the game itself.

    Also (for my game, but others can use), I'll add a race to the list.

    PC Races
    Kobold: +1 Mind or Dexterity
    Drw. Kobold*: As 'Kobold', but start with 1 extra Hero Point (and possibly a Draconic Ability of their choice).

    *Must ask GM to play the Dragonwrought Kobold.

    Edit: Just made a Kobold "Warlock". He is awesome, with a 2 in every ability score and has some magical prowess with Combat and Knowledge to back him up. I've always loved Zytee for his brilliance!
    Last edited by Ralcos; 2013-11-26 at 11:44 PM.
    Sweet Kobold from Vault 13 by ThePrez1776 !

    "If the powers that be are angry, give them a weapon."

    Homebrew:

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Quote Originally Posted by Ralcos View Post
    You're welcome.

    Plus, this interpretation is cool in of itself. It allows players to be powerful, while being balanced to the game itself.
    That's the idea.

    Quote Originally Posted by Ralcos View Post
    Also (for my game, but others can use), I'll add a race to the list.

    PC Races
    Kobold: +1 Mind or Dexterity
    Drw. Kobold*: As 'Kobold', but start with 1 extra Hero Point (and possibly a Draconic Ability of their choice).

    *Must ask GM to play the Dragonwrought Kobold.
    Kobold is fine, but Drw. Kobold... holy broken batman! An extra hero point would be a race all to itself (I do realise you knew it was broken, as that was the joke, but the phrase "holy broken batman" needed to be said).

    Quote Originally Posted by Ralcos View Post
    Edit: Just made a Kobold "Warlock". He is awesome, with a 2 in every ability score and has some magical prowess with Combat and Knowledge to back him up. I've always loved Zytee for his brilliance!
    Nice.
    My Homebrew-Estote clementes, et numquam desinete discere.-I am always looking for feedback on my homebrew.

    Quote Originally Posted by Sam K View Post
    Although being realistic, what the playground would ACTUALLY do is find the guy, then explain to him how fireballs are suboptimal and help him pick more optimal spells for terrorizing people. And we'd probably argue over what alignment his terrorizing was.

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Uh, quick question: how does one do spells? As in, you know, non-explodey magic?
    I'm writing a fiction! Come see! (caution: Rated M for Not Child Friendly)

    Alignment Check: -2 chaos, -28 evil and 5 balance!

    <b>I Am A:</b> Lawful Good Human Cleric (1st Level)
    <br><br><u>Ability Scores:</u><br>
    <b>Strength-</b>13<br>
    <b>Dexterity-</b>13<br>
    <b>Constitution-</b>13<br>
    <b>Intelligence-</b>14<br>
    <b>Wisdom-</b>14<br>
    <b>Charisma-</b>13

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Quote Originally Posted by JBPuffin View Post
    Uh, quick question: how does one do spells? As in, you know, non-explodey magic?
    Go look at the hero powers section. That is all the magic there is in the system.
    My Homebrew-Estote clementes, et numquam desinete discere.-I am always looking for feedback on my homebrew.

    Quote Originally Posted by Sam K View Post
    Although being realistic, what the playground would ACTUALLY do is find the guy, then explain to him how fireballs are suboptimal and help him pick more optimal spells for terrorizing people. And we'd probably argue over what alignment his terrorizing was.

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    Dwarf in the Playground
     
    DrowGuy

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    ...uh...why? Are there no utility mages in this world?
    I'm writing a fiction! Come see! (caution: Rated M for Not Child Friendly)

    Alignment Check: -2 chaos, -28 evil and 5 balance!

    <b>I Am A:</b> Lawful Good Human Cleric (1st Level)
    <br><br><u>Ability Scores:</u><br>
    <b>Strength-</b>13<br>
    <b>Dexterity-</b>13<br>
    <b>Constitution-</b>13<br>
    <b>Intelligence-</b>14<br>
    <b>Wisdom-</b>14<br>
    <b>Charisma-</b>13

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Quote Originally Posted by JBPuffin View Post
    ...uh...why? Are there no utility mages in this world?
    Utility magic would require a complex system. Simplicity is one of the major goals here. So... no, there aren't any utility mages.

    EDIT: Side note: I just added crafting rules, and suggested found treasure guidelines.
    Last edited by qwertyu63; 2013-11-28 at 12:53 PM.
    My Homebrew-Estote clementes, et numquam desinete discere.-I am always looking for feedback on my homebrew.

    Quote Originally Posted by Sam K View Post
    Although being realistic, what the playground would ACTUALLY do is find the guy, then explain to him how fireballs are suboptimal and help him pick more optimal spells for terrorizing people. And we'd probably argue over what alignment his terrorizing was.

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    Default Re: [UM20 variant] Tiny Quest. (Needs a better name, I know)

    Alright, time to dust this off.

    I have scrapped the idea of magic being tied to weapons and armor. Instead, you must study from a spell book. The spells themselves also scale now.

    Odd, spells have been the cause of two revisions of this game.

    My math now says there are 1,166,400 starting characters.

    EDIT: I have now changed the weapon selection rules to allow you to choose your main weapon.

    Also, my math was off before; I was counting skill and gear permutations when I needed to count combinations. There are 972,000 starting characters.

    Spoiler: Math
    Show
    Scores: 27
    Skills: 15
    Race: 4
    Abilities Total: 1620

    Weapons: 150
    Armor: 4
    Equipment Total: 600

    Complete Total: 972000
    Last edited by qwertyu63; 2014-11-11 at 01:37 PM.
    My Homebrew-Estote clementes, et numquam desinete discere.-I am always looking for feedback on my homebrew.

    Quote Originally Posted by Sam K View Post
    Although being realistic, what the playground would ACTUALLY do is find the guy, then explain to him how fireballs are suboptimal and help him pick more optimal spells for terrorizing people. And we'd probably argue over what alignment his terrorizing was.

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