Overhaul
- Starting points: 20 pts.
- Flaws: The first flaw give you +2 pts to spend, all the other flaws after the first gives you only +1 pts each, you take at most 4 flaws at character creation.
- Core Ability: 7 pts.
- Average Starting Health: Considering an average of 6 pts spent in Skill Checks, a player starts with 9 HP and 2 Energy.
He/She can choose to take 1 Energy, instead of 2 HP so it you could also go to: 3 HP, 5 Energy. - Skill Checks: 1 pts ⇒ +1 Modifier.
- Spells: 1 ~ 5 pts
- Weapons/Armors: Light: 1 pts, Heavy: 3 pts.
Light Weapons deal: 1d4 damages, while Heavy Wepons deal 1d6 damages.
Their damage can be increased by 1 damage die by paying 2 pts via Enchant — Damage.
While you Attack with a weapon if the result of the d20 (taken before adding any modifier) is 1 ~ 5, after the Attack the weapon becomes Damaged, and needs to be Repaired, untill then it will only deal 1 damage, and looses all abilities. - Items: 1 ~ 100 pts.
- Should I add Fortitude and/or Evade?.
- To Defend against a melee attack, you make a Might or Agility Skill Check, you use your lowest one.
_To Defend against a ranged attack, you make an Agility Skill Check.
Armor
- The armor needs to be discarded in some way.
- Idea #1 — Remove AC, all attacks and effects are decided by an Opposing Rolls against the attacker and the receiver.
If you are the receiver, by discarding a piece of your armor you can reroll any of yours Agility or Might checks. - Idea #2 — Remove AC, all attacks and effects are decided by an Opposing Rolls against the attacker and the receiver.
The Armor is only one piece.
While you have this armor equipped, all Agility and Might Skill Checks made to defend against an Opposing Rolls are made with Advantage, however if the result of the roll is under a certain value (depending on the type of armor) the armor become Damaged and you have to discard it
BIG PROBLEM: Might and Agility will probably be overpowered. - Idea #3 — Remove AC, all attacks and effects are decided by an Opposing Rolls against the attacker and the receiver.
The Armor is only one piece.
Light Armor:
Discard: Reduce the incoming damage by 3.
(Damage Reduction effects cannot be comulated, if you have multiple active, only choose 1 of them to apply)
Buckler:
Discard: Reduce the incoming damage by 3.
(Damage Reduction effects cannot be comulated, if you have multiple active, only choose 1 of them to apply)
Medium Armors:
If an attack would deal 1 damage, instead it deals 0.
(Damage Reduction effects cannot be comulated, if you have multiple active, only choose 1 of them to apply)
Discard: Reduce the incoming damage by 4.
Shield:
Reduce all incoming damage by 2.
Keep yuor Shield Up — Whenever an attack is made against you: roll a d10, if the result is 4 or less, discard this card after the attack.
(Damage Reduction effects cannot be comulated, if you have multiple active, only choose 1 of them to apply)
Heavy Armors:
Reduce all incoming damage by 1.
Discard: Reduce the incoming damage by 5.
(Damage Reduction effects cannot be comulated, if you have multiple active, only choose 1 of them to apply)
Tower Shields:
Reduce all incoming damage by 2.
Keep yuor Shield Up — Whenever an attack is made against you: roll a d10, if the result is 2 or less, discard this card after the attack.
Moving Tower — If one or more Creatures stand near you, you can also Raise your Shield during their turns, to reduce the damge done to them.
(Damage Reduction effects cannot be comulated, if you have multiple active, only choose 1 of them to apply)
Change the Mend spell to:
2 pts — Repair a Light Armor or a Shield.
4 pts — Repair a Medium Armor, a Light Armor or a Shield.
6 pts — Repair any kind of Armor or Shields. - Idea #4 — Should I introduce a new Skill like Evasion and/or Fortitude, to reduce the power of Might and Agility?
This skill will be used to avoid most damages.
Spells
- A Silent and Still spell cannot be reacted to.
- Passive Spells: how would one work? How can you create one.
Example: Your fists deal 1d6, so the effects needed would be just: Passive, Powerfull. - You NEED a way to get back some spell from you Discard Pile.
For example each spell could have a cooldown of 1d6 rounds.
Or better you can always discard others spells to get one back from your discard pile. The spells discarded this way need to have a total cost equal or greater than the spell you cast again.
Recast needs to be removed. - Bring basic-spell damage to 1.
Gear
- You need to do an overhaul of the damage.
The weapons are too strong, especially at the start. - Need to change how weapon effects and limitations work.
Each category of gear, must have a base that is not just different stat, for example:
I like these :)- 1 Point Gear:
Weapons — 1 damage.
Concealed — This weapon can be easly hidden on yourself, if an enemy hasn’t noticed it yet, you can use Deception or Stealth to make an Attack Roll and add that Skill Modifier to the Damage. After you make an attack this way, every enemy that can see you is aware of your trickery, you cannot attack them this way, with this or any other Concealed weapon you have.
Armors — None. - 3 Point Gear:
Weapons — 1d4 damage.
You can use Agility or Might to make an Attack Roll.
Armors — +1 AC. - 6 Point Gear:
Weapons — 1d8 damage.
You need to use Might to make an Attack Roll
When you roll an 8 with these weapon’s damage die, the target is also Stunned.
Requires 12 or more points in Might.
Armors — +3 AC.
Requires 12 or more points in Might.
You have Disadvantage on Stealth checks.
- 1 Point Gear:
- Need to change how weapon effects and limitations work.
Each category of gear, must have a base that is not just different stat, for example:
I dont like these :(- 1 Point Gear:
Weapons — Concealed. 1 damage.
Armors — None. - 2 Point Gear:
Weapons — 1d4 damage.
Armors — None. - 3 Point Gear — Wapons: 1 damage, Armor: None.
Weapons — 1d6 damage.
Requires 3 points in Might.
Armors — +1 AC. - 5 Point Gear Weapons — 1d8 damage.
If your weapon deals 8 or more damage Stun.
Requires 9 or more points in Might.
Armors — +2 AC.
Requires 3 or more points in Might.
- 1 Point Gear:
- Damage dealt and health are not equally scaling! (I don’t know if I like it)
Health
- (Optional Rule) — 1,2,3 Health Cards:
Change the distribution of Health Cards to be one of three values 1, 2, or 3.
AC (Armor Class)
- (Optional Rule) — No Armor Health Cards:
Your Armor grants you only AC no additional health.
Each piece of armor give you 0 or more tokens, each token counts as a +1 to your AC. - (Optional Rule) — Choose how your Armor falls:
When you get hit, you can forgo one of you action if you still have one, if you do you can discard any number of armor tokens, for each you’ll prevent 2 points of damage, however this will reduce your AC.
==good :)== - (Optional Rule) — Choose how your Armor falls:
When you get hit, you can choose to loose one of your armor-tokens to avoid discarding one of your Health Cards. This will in fact reduce your AC by 1.
==This rules needs to be reviewed==: - (Optional Rule) — Falling Armor:
When you get hit, if you receive 3 or more Damage, you’ll also loose 1 armor-token.
==Not so much fun :(== - (Optional Rule) — Falling Armor:
When an enemy attacks you and crits, it does not deal double damage, instead you’ll receive the normal damage to your Health, and you’ll also loose 3 armor-tokens.
==Not so much fun :(== - (Optional Rule) — Falling Armor:
When an enemy attacks you and one of its damage dieces is maximized, you loose 1 armor-token.
==Not so much fun :(==
Initiative
- (Optional Rule) — Initiative:
The enemies will always go first, since most of the times they will have no reaction, and their actions can be reacted to, from your party.
Unless of course, your party has ambushed them (see: Surprise Round). - (Optional Rule) — Roll for Initiative:
Another way to decide the turn of combat, is to roll a Skill Check, usually on Agility.
Stamina
- (Optional Rule) — Stamina:
There is no longer a concpet of Health, instead each player has Stamina.
Every Action has a stamina cost, Damage you receive is subctrated from your Stamina.
If you have Stamina and you receive damage your become Dying and Stable, simliar rules apply. - (Optional Rule) — Stamina and Initiative:
Your party can expend a total of Stamina before combat to go first.
- Change Additional Health description. Non è facile da capire che puoi comprare solo 2,3 di vita pagando 5.
- Try to change how life gain works.
You can spend 5 hero points, to buy one character health card of value 5.
Also you gain a character health card, for each skill with a bonus of at least +1, the health value of that card, is equal to that of the skill.
So if you have three skill with MODIFIER equal to: +1, +2, +6*, you also gain 3 character health card with values: 1, 2 and 6. - The highest value for a single character health card is 7. However a skill MODIFIER does not have a maximum. So even if one of your skill is at +9, it will “give you” only a charachter health card with value 7.
- Try to change how life gain works.
- Change what “placing a card down does”:
- Your place down cards can be used as reaction.
- During your turn you can reveal your place down card, or remove one of them to use one of you other cards instead. You cannot change your place down cards, only those can be used during other players or enemies turn.
- Players cannot set card down if taken by surpise.
- Players will always act first then enemies.
Common enemies do not have reactions, for simplicity.
Overhaul the System
Inspired by Crow and Skull, and Balatro
- Use a deck of normal playing cards as a minigame for combat, these cards help you describe the scene.
- All “created” Cards refer to these cards.
For example:- “Any 1 Card — deal 1 damage to a target of your choosing”.
- “Each Black Card — deal 1 damage to a target of your choosing”.
- “Each Diamond — Create a wall with 15 HP between two Zones of your choosing”.
- “Jack of Spades — Create a minion with 15HP, a the end of all of your turns it deals 1d4 damage to one target”.
- “Ace of Hearts — Heal one Creature up to 10 HP”.
- The effect is created as usual, however the card/s that triggers the effect decides how much points you can invest in this effect.
Limitation work as usual. - Zones have similar effects each turn