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« on: March 28, 2013, 03:41:21 PM »
I have been looking through this game and I really like it. However, to play it with my sons (aged 7 and 11) I want to simplify it some. I am going to walk through how I plan to do the simplification. Any thoughts anyone has on the proposed changes. Particularly if it seems like I am overlooking a complication of a change I am making.
Generally what I plan to do is mash elements of this game together with 4e D&D. That may surprise some that pulling in elements of 4e is a simplification, but the core rules of 4e are fairly simple. The complexity of that game comes in through the power system, which I won't be porting over.
First, let's talk character creation. Backgrounds, races, and classes are staying unchanged. I think these elements combine to simply and effectively define the starting character. I particularly like the take on backgrounds that this game has. An elf that grows up in the forest is going to have a different skill set than one that is raised in a city. It also allows to the easy use of sub-races (e.g. sylvan dwarves, mountain elves, etc.).
To simply things the players won't be allowed to spend CP on talents or combat moves. Talents are thing I may add to the game later as they get older but I will keep them out for now (except for the class starting talents which would just be class features). I will get into the combat moves more below when I discuss changes to the combat rules.
For now CP will simple be spent on skills (I am not dealing with magic right now since we will be porting over their D&D character and neither one is a spellcaster). Since there will be less things to spend CP on I plan to reduce the CP available at level. I am thinking 20 CP at character creation and 10 for each level up.
For skills I plan to simplify the combat skills some. There will basically be 3 combat skills:
-- Heavy Melee (Str)
-- Light Melee (Dex)
-- Ranged (Wis)
Other than that I am pretty much leaving skills alone.
For armor I am leaving called shot out and simplifying the armor table so that each type of armor will just be a full suit with the helmet being the only optional piece (e.g. plate will have an AR of 14 and include the torso, arm, and leg protections).
The combat rules are where I am bringing in stuff from D&D. I am keeping to task resolution system of 2d10 with boons, snags, and explosions/implosions. There won't be any formal combat moves, but I will use the moves to adjudicate what they decide to do in combat. For the action economy I am replacing APs with a standard action and move action. Making an attack, spell, etc. will be standard actions. Also, I am using the 4e D&D movement rules (i.e. square grid, shifting, no extra cost for diagonal movement, etc.).
I am keeping the magic system as is for now. I don't expect us to use it much for a while. One of them likes to play rogues/thieves and the other one likes to play fighters so unless there is an NPC caster then it won't come up much.
I think that is about it, my mishmash of Novus RPG and 4e D&D.
My biggest question is will basic weapon attacks need to be boosted somehow to account for the absence of combat moves? My initial thought is no but I am still mulling that over and will see how things go in actual play.