This is system I just want to make because I want to apply the concepts I like from various systems like Cepheus Engine/Traveller, Dungeon World/Apocalypse Engine, The Fantasy Trip, GURPS, and experience in what works.
- Turns have no Interruption actions. No opportunity attacks or reactions, players just know there are Automatic Effects that affect their roll and character when they perform certain actions. A player or GM does not interrupt the other player.
- No GM rolls. Failure results in Costs and Damage.
- Fewer Rolls. Use of Margin of Success/Failure and Fail Thresholds.
- One Roll per Turn.
- One throw Many Dice. Damage and a Confirmation D20 is rolled as part of the 3d6.
- Death Spiral. Penalties and Costs accumulate.
- Limited Modifiers
- Competence (skill and stat or ability mod)
- Advantage
- Condition
- Scale
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Finish the Weapons and Armor.
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Adventuring Gear remains.
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Template Equipment Remains.
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Fatigue and Exhaustion.
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Healing and Recovery of Stress, Trauma, Fatigue, Exhaustion, and
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Uses of Medicine
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Condition Levels are 0,-1, -3,-7, -10
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Combat Actions Clarification.
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Defend. How does it work in 1 side rolls system?
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I guess you roll when you’re being attacked if you haven’t attacked on your turn.
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So on your turn you either Attack or Are Attacked. When defending a success means getting to continue what your doing. Certain Feats, Class Features, etc.. allow characters to deal damage even when defending.
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When defending possible to use an Athletic Skill or A different combat skill depending on the context.
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If the character is Interposing themselves against an Adversary and Choosing to Defend, they were not performing anything else, they have an Advantage to the Roll.
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If you are attacked, roll against the DC of the Adversary (10 + Competence + Scale). Roll using your Competence + Scale.
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Failure by the Fail Threshold (Skill Modifier) is to abort any action you were going to do.
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Characters can have a Costly Failure by Choosing to Take the Damage even if they did not exceed the Failure Threshold (Level of Skill) to Continue their Action.
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Defending Only Action – grants an Advantage on a Success for the Action of the Next Turn..
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Ready Actions.
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Actions like Running. Dex roll for Running.
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1 round of sprinting
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1 minute of running
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10 mins of jogging
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Damage
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Dash Feat. Better Movement.
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Forgot the Shields Table. Shields Modify the Fail Threshold.
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Off-hand weapon is its Own and Separate Skill. It can grant a Shield effect increasing the Fail Threshold so the character can avoid taking damage, but not as effective as shields. .
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Oh yeah Skill Modifier for Margin of Failure.
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Update the features and Load outs.
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Finish Loadouts for Legionnaire and Guardsman.
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