If you can get me started with the beginning of a pattern, I should be able to follow up with those of the same type.
One of the things I had to think about was if an Attribute can have 3 bonuses, those would be [b], [c], and [d].. except there is not d :(
I was thinking that I could hide the saved die rolls as more attributes or in the skills section?
Character (6 standard attributes) - # of dice/bonus depends on Race
- Ex: Strength & Constitution Share a D6 called Physical Base (PB)
- 2D6 for Str, 2D6 for Con; Dwarves get best of 2D6 for PB, 3D6 keep best 2 for Str
- Wis & Int use the same pattern
- Dexterity and Charisma use other Attributes + die roll(s)
- Those rolls are retained as the player to ‘train them up by expending XP
- Weight (WT) is (Str or Con depending on Race) ÷ 5 + 3 + D6 (WT1) + D6 (WT2)
- Dwarf : ST ÷ 5 + 3 + WT1 + WT2
- Human : CN ÷ 3 + 2 + WT1 + WT2
- Elf : CN ÷ 3 + 1 + WT1 + WT2
- Hobbit : CN ÷ 3 + 1 + WT1 + WT2
- Fatigue is HP: although no classes, profession might fit; Fighter, Mage, Cleric
- Fatigue roll is D6+1 or D8 at each XP level you do not take a spell point (called MAL)
- Fatigue roll is D6 if you take a “Clerical” spell point at each XP level
- Fatigue roll is D6-1 or D4 if you take a spell point at an XP level
- Body – 0 is death
- Body = max( WT + (3rd CON bonus) + √(Experience Level), 8 ); // square root
- Height
- ( 3CN1 + 3CN2 - DX1 - DX2 + 4( ST + HT1 + HT2 )) ÷ 5 + 50 (28 for Dwarves)
- Saving throws
- Physical 15 - 2/3EL (Experience Level)
- Special 16 - 1/3EL
- Spell resistance
- Movement is based on Height and Con
- There are 3 tiers of bonuses based on Attributes, ex
- 0 +1 +2 Str Dex
- 1: 8-12 13-16 17-20 -2 Crit/Die size + to hit
- 2: - 14-15 16-17 +/- Attack + def blow
- 3: - 15 16 + damage - to be hit
- Combat
- Weapons have type (striking, thrusting, 1Handed 2Handed, light, heavy) and standard damge
- They have N offensive attacks (a players skill modifies that), skill and bonuses also add defensive or promote def blows to Offensive blows
- Roll 2D10 + bonuses to hit, also typically roll D12 to critical. Fail is just fatigue, success is fatigue and body
- Ex Broad sword: AC0: 13/7 AC1: 12/10 AC2:10/11 AC3: 8/12
- First number is to hit, second number (D12) is to critical; AC0 is harder to hit, easier to critical
- Str bonus can increase damage, and reduce the critical die size and crit number,
- Ex: Str of 17 trying to hit AC 2 above would need 10 to hit, and 11 on a D12 would become 7 on a D8
- Armor
- Cost is based on a multiple of weight, as in 5WT, 25WT
- The weight of the armor itself (encumbrance) is weight based, WT, 3WT, 5WT
- Armor is either AC0 (leather), AC1, AC2 (Chain) or AC3 (plate)
- Experience
- All characters have the same points need to attain a level
- 2 is 2K, 3 is 5K, 4 is 10K, Skill points are awarded at each level and sub level (1.1, 2.0, 2.2, 2.2, 3.0, 3.1, 3.2, 3.3, 4.0…)
- Skills – Skills have level, spend XP towards skills or spells, etc.
- Spells – save that for another day