Difference between revisions of "Rules 2.0"
From The Hidden Room
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{{Setting_RedAge_Rules}} > [[Rules 2.0]] | {{Setting_RedAge_Rules}} > [[Rules 2.0]] | ||
Knave 2e-based | |||
* Str: forceful fighting, feats of strength, athletics, save vs forced movement, grapple | |||
* Dex: speed, agility, nimble fingers, stealth, reflex saves, finesse fighting, escape, backstab dmg? | |||
* Con: load, wounds, fatigue, health saves | |||
* Int: craft, lore, sorcery, alchemy, healing | |||
* Wis: marksmanship, wildcraft, navigation, perception, spot trouble saves, save vs deception/misdirection | |||
* Cha: social, Companions, Theurgy, divine bonds?, will save | |||
* pick 2 primary stats, 3 secondary stats | |||
* randomly add 2 pts to primaries, 1 point to secondaries, and 2 chosen pts. can't exceed 3 in a stat at 1st level | |||
* Guard / Grit / Life | |||
* Speed | |||
Edges | |||
* Red-Handed: +1 to attack effect rolls | |||
* Hard To Kill: +1 guard, +1 grit per level, +2 melee and ranged defense? | |||
* Veteran's Edge: | |||
* Sorcery: +A to Int rolls for sorcery? | |||
* Theurgy: +A to Cha rolls for theurgy | |||
* Aptitude: extra Skill feats? | |||
* Abhuman: have mutations | |||
Feats | |||
* skilled: +A to domain | |||
* fortune's favorite (or make it an edge?) | |||
* Animal Companion | |||
* Battle Rage | |||
* Inspiration | |||
* fleet of foot? acrobat? mighty? | |||
* Alertness / Survival Instinct | |||
* subtle casting??? | |||
* Gnosis??? | |||
Domains | |||
* languages, weapon profs, biome wildcraft, cultures, crafts | |||
Advancement | |||
* +1 Guard, +1 Grit per level | |||
** +1 Life per level? | |||
* at chargen, choose 2 primary and 3 secondary stats | |||
* when you level, add +1 to a random primary and +1 to a random secondary, and then +1 to any stat of your choice. Can't gain more than 1 to a stat per level, and can't save points. | |||
* feat pts? (+1 per level?) | |||
melee defense = half your attack bonus with your weapon + armor bonus | |||
ranged defense = half your Dex + armor bonus? | |||
dodge: defend w/ Dex | |||
armor: +1 guard per slot of armor, +1 defense per 2 slots of armor | |||
* max 7 slots | |||
* shield? | |||
attack | |||
* capped at 3 or (level, max 10) | |||
* forceful weapon: str | |||
* finesse weapon: dex | |||
* balanced weapon: str+dex | |||
* projectile: wis | |||
* thrown: wis+dex? +half dex? | |||
everyman options | |||
* alchemy (Int) | |||
* poisons (int) | |||
* healing (Int) | |||
* tactician (grant warlord type benefits?) (Int?) | |||
* magitech sorcery (Int) | |||
* ttheurgy (cha) | |||
* craft | |||
all use of Second Sight is like opening your mind, risky. depth of insight and what is beheld affects risk | |||
Magitech Sorcery | |||
- carry panoply that takes up slots, hook together and invoke for effects | |||
Theurgy | |||
- carry relics that take up slots, or forge bonds | |||
Mutations | |||
Alchemy | |||
- includes healing and poisons | |||
Encumbrance | |||
- light: 5 + half Con slots | |||
- medium: 10 + Con slots | |||
- heavy: 15 + 1.5 x Con slots | |||
Fatigue / System Strain / Reserve? | |||
Wounds? |
Revision as of 03:46, 13 August 2023
Knave 2e-based
- Str: forceful fighting, feats of strength, athletics, save vs forced movement, grapple
- Dex: speed, agility, nimble fingers, stealth, reflex saves, finesse fighting, escape, backstab dmg?
- Con: load, wounds, fatigue, health saves
- Int: craft, lore, sorcery, alchemy, healing
- Wis: marksmanship, wildcraft, navigation, perception, spot trouble saves, save vs deception/misdirection
- Cha: social, Companions, Theurgy, divine bonds?, will save
- pick 2 primary stats, 3 secondary stats
- randomly add 2 pts to primaries, 1 point to secondaries, and 2 chosen pts. can't exceed 3 in a stat at 1st level
- Guard / Grit / Life
- Speed
Edges
- Red-Handed: +1 to attack effect rolls
- Hard To Kill: +1 guard, +1 grit per level, +2 melee and ranged defense?
- Veteran's Edge:
- Sorcery: +A to Int rolls for sorcery?
- Theurgy: +A to Cha rolls for theurgy
- Aptitude: extra Skill feats?
- Abhuman: have mutations
Feats
- skilled: +A to domain
- fortune's favorite (or make it an edge?)
- Animal Companion
- Battle Rage
- Inspiration
- fleet of foot? acrobat? mighty?
- Alertness / Survival Instinct
- subtle casting???
- Gnosis???
Domains
- languages, weapon profs, biome wildcraft, cultures, crafts
Advancement
- +1 Guard, +1 Grit per level
- +1 Life per level?
- at chargen, choose 2 primary and 3 secondary stats
- when you level, add +1 to a random primary and +1 to a random secondary, and then +1 to any stat of your choice. Can't gain more than 1 to a stat per level, and can't save points.
- feat pts? (+1 per level?)
melee defense = half your attack bonus with your weapon + armor bonus ranged defense = half your Dex + armor bonus? dodge: defend w/ Dex
armor: +1 guard per slot of armor, +1 defense per 2 slots of armor
- max 7 slots
- shield?
attack
- capped at 3 or (level, max 10)
- forceful weapon: str
- finesse weapon: dex
- balanced weapon: str+dex
- projectile: wis
- thrown: wis+dex? +half dex?
everyman options
- alchemy (Int)
- poisons (int)
- healing (Int)
- tactician (grant warlord type benefits?) (Int?)
- magitech sorcery (Int)
- ttheurgy (cha)
- craft
all use of Second Sight is like opening your mind, risky. depth of insight and what is beheld affects risk
Magitech Sorcery - carry panoply that takes up slots, hook together and invoke for effects
Theurgy - carry relics that take up slots, or forge bonds
Mutations
Alchemy - includes healing and poisons
Encumbrance - light: 5 + half Con slots - medium: 10 + Con slots - heavy: 15 + 1.5 x Con slots
Fatigue / System Strain / Reserve? Wounds?