[b]Melee[/b] | [b]Missile[/b] | [b]Thrown[/b] | [b]Unarmed[/b] |
Axes & Hammers Chains Plus Clubs Great Blades Heavy Blades Light Blades Pole Arms Short Blades Spears Staves Sword & Board (requires Heavy Blades) Two Weapon Combo (requires Light/heavy Blades) | Archery (requires Bows) Bows Crossbows Slings | Thrown Axes & Hammers Thrown Blades Thrown Spears | Brawling Boxing Martial Arts Sanju (requires Martial Arts) Wrestling |
[b]Level[/b] | [b]Favored[/b] | [b]Standard[/b] | [b]Restricted[/b] | [b]Combat Specialties[/b] | [b]Combat Moves[/b] | [b]Talent Points[/b] | [b]Spell Points*[/b] |
1 | +1 | +0 | +0 | 4 | 2 | +2 | +0 |
2 | +2 | +1 | +0 | 5 | 3 | +1 | +0 |
3 | +3 | +1 | +1 | 6 | 4 | +1 | +0 |
4 | +4 | +2 | +1 | 7 | 5 | +1 | +0 |
5 | +5 | +2 | +1 | 8 | 6 | +1 | +0 |
6 | +6 | +3 | +2 | 9 | 7 | +1 | +0 |
7 | +7 | +3 | +2 | 10 | 8 | +1 | +0 |
8 | +8 | +4 | +2 | 10 | 9 | +1 | +0 |
9 | +9 | +4 | +3 | 10 | 10 | +1 | +0 |
10 | +10 | +5 | +3 | 10 | 11 | +1 | +0 |
[b]Level[/b] | [b]Favored[/b] | [b]Standard[/b] | [b]Restricted[/b] | [b]Combat Specialties[/b] | [b]Combat Moves[/b] | [b]Talent Points[/b] | [b]Spell Points*[/b] |
1 | +1 | +0 | +0 | 3 | 0 | +2 | +0 |
2 | +2 | +1 | +0 | 3 | 0 | +1 | +0 |
3 | +3 | +1 | +1 | 4 | 1 | +1 | +0 |
4 | +4 | +2 | +1 | 4 | 2 | +1 | +0 |
5 | +5 | +2 | +1 | 5 | 3 | +1 | +0 |
6 | +6 | +3 | +2 | 5 | 4 | +1 | +0 |
7 | +7 | +3 | +2 | 6 | 5 | +1 | +0 |
8 | +8 | +4 | +2 | 6 | 6 | +1 | +0 |
9 | +9 | +4 | +3 | 7 | 7 | +1 | +0 |
10 | +10 | +5 | +3 | 7 | 8 | +1 | +0 |
I am going to get feedback this weekend. I can tell you what I am expecting to hear. Players will want:
-HP/Level (as you suggested)
-+1 for restricted Skills at Level 3 & +2 at Level 5
-Class based Feats or Abilities: I was already thinking of discounting some Talents based on Class- or providing a Level trigger where you can select them as you advance
-Damage Dice instead of static Damage for Weapons and spells
But, this is just a a starting point...if we like it enough to want to keep playing I'm sure it'll grow.
Also I am designing it with the intention of playing from levels 1-5 only.
[b]Level[/b] | [b]Favored[/b] | [b]Standard[/b] | [b]Restricted[/b] | [b]Hits[/b] | [b]Combat Specialties[/b] | [b]Combat Moves[/b] | [b]Talent Points[/b] | [b]Spell Points*[/b] |
1 | +2 | +1 | +0 | +6 | 4 | 2 | +2 | +0 |
2 | +4 | +2 | +0 | +6 | 5 | 3 | +1 | +0 |
3 | +6 | +3 | +1 | +6 | 6 | 4 | +1 | +0 |
4 | +8 | +4 | +1 | +6 | 7 | 5 | +1 | +0 |
5 | +10 | +5 | +2 | +6 | 8 | 6 | +1 | +0 |
Any comments on the way I re-did Talents Tim. I think they are good enough as is right now as I want to work on the Spells stuff...
Threshold | Wound Level |
____ | Death |
____ | Critical |
____ | Severe |
____ | Injured |
____ | Hurt |
____ | Dazed |
0 | Healthy |
Threshold | Wound Level |
33 | Death |
30 | Critical |
24 | Severe |
18 | Injured |
12 | Hurt |
6 | Dazed |
0 | Healthy |
Threshold | Wound Level |
18 | Death |
15 | Critical |
12 | Severe |
9 | Injured |
6 | Hurt |
3 | Dazed |
0 | Healthy |
LOL- well its a good thing you're an experienced editor too then (http:///wink.gif)
But even those with experience miss things, as Zut's post show...... (http:///bigsmile.gif)
You you basically get Pips in specific skills, but no stats are associated with those skills. In short, a +3 in Perception is simply a +3 in Perception.... Then the GM would pick a stat, and a skill, and you would roll, adding in the bonuses for those 2, and that would be your total -- the stat selected would be based on how the character was attempting to resolve the issue in question... Plus, you could combine multiple skills (and note: I am likely going to use something along these lines for Novus version 2 whenever I decide to do it).
For example, you have a skill -- Locks -- you want to pick a lock, the GM calls for Dex and Locks, you want to figure out a puzzle lock, the GM calls for either Int or Wis and Locks, finding locks? GM calls for Wis, Locks, & Perception
I use skills like that already- so a +3 in sword could be used with AG for Swashbuckling or INT for a weapon knowledge etc..or STR to attack with it. "Independent Skills" it is called in MiniSix
That is a very good and flexible system. One side effect is that you must reconsider what are stats and hat are skills. For example, you could consider that perception is now a stat that you can combine with a thievery skill or a magery skill to notice a would-be pickpocket or a spell caster.
Novus 2? Really? I am with you!
IMO it promotes creative use of skills. From my example above you can use the a +3 in Missile Weapons as an incentive for an archery contest- or make an encounter revolving around accuracy etc. I think the key is including this in the skill descriptor.
[b]Melee[/b] | [b]Missile[/b] | [b]Thrown[/b] | [b]Unarmed[/b] |
Axes & Hammers Chains Plus Clubs Great Blades Heavy Blades Light Blades Pole Arms** Short Blades Spears** Staves** Sword & Board (requires Heavy Blades) Two Weapon Combo (requires Light/heavy Blades) | Archery (requires Bows) Bows Crossbows Slings | Thrown Axes & Hammers Thrown Blades Thrown Spears | Brawling Boxing Martial Arts Sanju (requires Martial Arts) Wrestling |
Yes it would- have you ever read the MiniSix Rules? http://www.antipaladingames.com/
I have combined tracking & survival into Outdoorsman & Traps & Locks into Thievery?
LOL- well its a good thing you're an experienced editor too then (http:///bigsmile.gif)
That's not much, I mean I had to actually look for the typos, it's not as if they "jumped" to my eyes. (http:///smile.gif)Anyway, about the ideas presented in this thread, I find them very interesting. Maybe they could be a part of a future Libram Novus? This way they could get some more general playtesting. I like the idea of "independant skills" and merging the Lore subskills with their appropriate skill(s). I think that Lore would still be needed, like for obscure or History knowledge.
[b]Melee[/b] | [b]Missile[/b] | [b]Thrown[/b] | [b]Unarmed[/b] |
Bashers* Chains Plus Great Blades Heavy Blades Light Blades Pole Arms** Short Blades Sword & Board*** Two Weapon Combo**** | Archery Crossbows Slings | Thrown Axes & Hammers Thrown Blades Thrown Spears | Brawling (no specialty required) Boxing Martial Arts Sanju (requires Martial Arts) Wrestling |
* = includes Axes, Hammers, Maces, Clubs, Batons, War Hammers, and any other short-hafted weapons with a fixed head. ** = includes Staves, Spears, Short Spears, Pole Arms and Pole Axes *** = requires Specialty in Light, Short, or Heavy Blade **** = requires proficiency in primary weapon's group, secondary weapon cannot be larger than Tiny if primary weapon is Medium or Large, and Not larger than the primary weapon if primary weapon is Tiny or Small. |