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| #1drowdruid79Mar 16, 2011 14:13:33 | Hi, folks Because I have a lot of time and I love homebrewing, I come up with following D&D variant: 1. Strength, Constitution, Dexterity, Intuition, Charisma, Logic are main stats. Each stat decide of attack and damage checks stat related attack powers. 2. Strength decide also about part of Fortitude Defense, Martial Penetration, Melee and Heavy Thrown Basic Strikes, Opportunity Strikes, Weight of Load you can carry, Requirements of Equipment to wear or carry in hands and modifies following skills: Athletics, Cruelty and Smithcraft. 3. Constitution decide also about second part of Fortitude Defense, Martial Protection, Health and Health Recovery a.k.a Healing Surge Value, number of Healing Surges, reduce Rest Duration, increase Survival Durations (Suffocation, Hunger, Thirst) and modifies following skills: Endurance, Kinetics and Stability. 4. Dexterity decide also about part of Reflex Defense, Martial Luck, Ranged and Light Thrown Basic Strikes, quantity of Opportunity Actions, all types of Speed and modifies following skills: Acrobatics, Stealth and Thievery. 5. Intuition decide also about second part of Reflex Defense, Magic Luck, Encounter Recharge checks, Initiative checks, number of Action Surges, increase Range of Distant Attacks and Senses and modifies following skills: Insight, Perception and Ride. 6. Charisma decide also about part of Will Defense, Magic Protection, Social Influence in Adventure Powers, Save checks and modifies following skills: Bluff, Bravery, Concentration, Determination, Diplomacy, Distraction, Intimidate, Leadership, Perform, Sorcery, Streetwise and Witchcraft. 7. Logic decide also about second part of Will Defense, Magic Penetration, Daily Recharge checks, number of Retrainings and modifies following skills: Arcana, Cosmology, Dungeoneering, Engineering, Foreigner, Lore, Medicine, Nature, Navigation, Psychology, Religion and Strategy. 8. Fortitude, Reflex, Will Defense are only defenses. In place of Armor Defense is Martial Protection which reduce damage dealt by each die of weapon by certain amount related to equipped Armor and Shield. Analogically Magic Protection reduce damage dealt by Implement attacks. 9. Instead of maximizing damage when critically hit I use ignore of certain value Protection. About this decide Penetration parameter. Luck parameter decide by how much I must beat Defense to score critical hit. Martial is related to Weapon attacks and Magic to Implement attacks. 10. Armors and Shield decides about Martial Protection value and Amulets decides about Magic Protection. And thats all for first time Sorry for any errors because englist isn't my native language |
| #2jimprofitMar 17, 2011 5:52:32 | I like it. A bit vague, but a stat based rather then class based system? I'd support it. Hopefully when you get the details done, it'll be easily readable and you can get a game running in ten minutes if you know Fourth Edition relatively. The problem with a stat based system is you constantly worry about if every stat is getting a fair shake. But your's seems to look like it's doing a fine job about it so far. |