+Arnold K. Trending. Just get it out there. Ideas whatnot. Zit Poppin. The Extraction(s).
I call it 'Nomadic Hocus-Pocus'. Because I like to name things. Title things.
Ability scores rolled standard 3d6, place score wherever you want it. But no changes once the number is committed to an ability.
Ability scores are used to determine checks. Roll under for success. A score from 8-13 begins at an ability check score of 10. 14-18 begins at a 12.
I'd like to split initiative into type(s). The one that uses WIS and the one that uses DEX. Sort of determines the encounter interactions right off the bat, maybe. Roll under.
Save scores are rolled on two d4 + 8. Saves are called when things happen to a PC without thoughtful reaction time. I should say Physical Saves. These save types, I have made it my responsibility to call them out during gameplay. Duh.
Now, magical saves are the players responsibility. If you don't think to defend yourself then it happened to you. And you might not realize it for weeks. Cause you're still not thinking about it.
The only way to increase attack bonus(es) and attacks per round is by means of Weapon Familiarity. Count your kills with a particular weapon and at ten kills That weapon is granted a standard +1 across the board (DMG & To-Hit). At 20, take a second attack. At 30 kills, the to-hit modifier becomes a 2 and the PC may add an extra d4 DMG die to successful strikes. At 40 kills, add your third attack per round. 40 kills is the cap for familiarity bonuses.
If the weapon is broken or lost, the PC must start over.
I use +Logan Knight's notching mechanic for weapon damage. Though some bonuses/penalties have been modified.
Armor has hit points and an HD rolled upon considered purchase or acquisition. Leather has an HD of 1d12. The number determines the quality and price. If an opponent rolls a PCs exact AC number, then the armor takes full damage. If the attack roll is one point higher than the AC total, the armor takes half-damage.
Combat maneuvers like LotFP.
Skills, closely associated with the Warhammer Fantasy Roleplaying 1st Ed. Skills. A player purchases skills and skill points. Each skill has a maximum of 10 fillable point slots. These represent levels of experience and training.
Once a PC has acquired a skill, they may add the total number of points to their ability check in that category. A DEX 10 means a Skill Check total of 8 but this player has 6 points in the Swim skill, so that gives them a skill check total of 14 to roll under.
My game is classless. PCs are defined by the skills they learn, the shit they find, racial features and most importantly what they do. Everyone starts with two former occupations and four skills with 1d6 points in each.
Race is free ball as fuck. You tell Me who You Are and what you look like. Use the RoC d1000 mutation table if you want. Be a Clurichaun. Whatever, we'll adjust particular abilities accordingly.
Magic is non-leveled. Anyone can learn it. It can be found in any manner of object. Spells are random There are extreme success and fail rolls when casting. but it's all per Spell.
Magical Ability growth can be found in skills. the point number applied to success rate.
And that's about the gist of it. well, there's Movement but its mostly conceptual in its resolution. agree/disagree type shit.
talk To ME.

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