Now, I know I'm not terribly active, with months often between any two posts on this blog; but I want to make an active effort to devote more of my creative attention to this, and the OSR/RPG Blogosphere community as a whole. What better way to do that than to hack together a monster of my own and releasing it to the wild, and seeing how the community vivisects and disembowels it? We shall have to see how that goes
This is meant to be an incomplete framework. An idea that is as yet still untested, incomplete, missing it's liver and spleen; but that's okay. We only need a skeleton to make dance (or trip over it's feet horribly.) None of this has been playtested as of yet. I've not gotten the chance. You might; let me know how it goes.
The Core System
Creating a Character
Next, pick an type of Kin; you gain that Kin's ability, as well as any other features of the Kin type.
Once this is done, characters picks a class; this class is their Prime Class; they gain the Core Ability of that class, one sub-ability of the class, the class's Hit Die, and the Class's specific Class Skill Dice.
For example, a character with a Strength of 9 gets +3 dice for Strength checks; a character of 7 Strength gets 2, and a character with 15 Strength gets 5.
Strength is rolled for acts relating to brawn and muscle; forcing open doors, breaking sturdy items, or moving heavy objects. A character's number of inventory slots are equal to their Strength score.
Skills are collected into a number of domains; if preferred, GMs may forego having a robust skill system, and instead can have characters simply be skilled in particular simple domains, rolling that particular domain in lieu of the individual skill.
The domains & Skills:
- Human: +2 free Skill Dice, Talented: May choose 2 Sub Abilities of their Prime Class at character Creation rather than 1.
- Elf: +2 Lore Skill Dice, Elven Immunity: Immunity to Sleep or Charm effects.
- Dwarf: +2 Craft Skill Dice, Stonecunning: Can sense hidden rooms and compartments through stone walls.
- Halfling: +2 Social Skill Dice, Lucky: Once per session may re-roll a roll that contains no successes.
- Half-Orc: +2 Wilds Skill Dice, Resilience: Once per session when reaching 0 HP, once you gain HP or receive first aid, you do not receive a wound.
- Half-Elf: +2 Social Skill Dice, Versatile: Once every day after a full night's rest, you may gain +2 extra Skill Dice that can be applied to any skill. These skill dice expire once you rest.
- Gnome: +2 Thievery Skill Dice, Trickery: Once per session, if failing a check involving the Thievery or Social Skill domains, they may instead treat their result as a success.
- Mighty Deeds: The Fighter gets a Might Die, with an additional Might Die for every three levels of the Fighter. Might Dice can be added to strength rolls, attack rolls, or damage rolls, and allow the Fighter to enact deeds of superhuman strength when they are in use. Might Die are expended only when they roll a success, or when they are used to roll damage. Might Die recover after the Fighter takes an hour to prepare and eat a substantial meal.
- Weapon-Master: For every three levels of the Fighter, he may add one die to attack rolls involving a weapon with which he has less skill dice than his highest Weapon Skill. The extra dice cannot exceed an amount equal to the Fighter's highest Weapon Skill. (If using Domains instead of complete Skills, have the Fighter pick a weapon in which they are specialized; let them have +2 dice when wielding that weapon)
- Skirmisher: Once per combat round, the Fighter may deal an amount of damage equal to one per every three points of strength to an opponent locked in melee combat with them. The Fighter may expend a Might Die to trigger this effect to all combatants locked in melee with them for the round.
- Brutality: When scoring a Critical Hit, not only is your damage doubled, your damage roll is assumed to be it's maximum total.
- Second-Wind: The Fighter may voluntarily accept a Minor Wound; in doing so, they may roll one of their Hit Dice, and regain the total as HP. They may do this a number of times per day equal to one per every three Fighter levels. These wounds automatically heal after a night's rest, and a suitable breakfast.
For now, just use normal B/X equipment, at normal gold prices and weights; I want to see if it's functional with zero conversion. For +1 weapons, consider the +1 as a free success on an attack roll, as an example of conversion when necessary.
Most objects roughly the size of a longsword or smaller take up one inventory slot; objects smaller than a fist take up one slot per every 10; objects small as a coin take an inventory slot per 100.
Coins take up one inventory slot per every 100 carried, regardless of denomination.
Armor Class (& Conversion Notes)
Attacks, Combat, & Initiative
- Roll Initiative at the start of combat; each player rolls their Initiative individually, whilst the GM rolls for the entire opposing force at once. The GM rolls 1d6, the total rolled becoming the TN the players must roll to act before their opponent.
- Players who succeeded in Initiative may take their turns; during a turn they may make their movement at the normal rate, as well as make one action (usually an attack). These are resolved immediately.
- The GM takes their turn, moving any monsters and making their actions.
- The players who lost Initiative now take their turns, taking movement and actions as above.
- The round ends; the GM checks morale, and all players resolve any effects that resolve at the end of the round.
On a hit, the attacker rolls the damage dice for their weapon, and subtracts the result from the target's HP, taking into account any weaknesses and resistances.
When a character gains a wound via falling unconscious, they calculate the size of the wound by rolling their constitution score vs the number of successes of the attack that felled them; for every success on the roll, a 'point' of wounds is eliminated, with the remainder of the successes on the attack being the total level of wounds received, to a minimum of 1 (Not sold on this either, but I'm experimenting here.)