Some base rules that I am kicking around for a fantasy game.

 

This will be the updated version 2.0 of my older game Dungeon Crawler.

 

Attributes:

 

STR Strength Muscle Strength.

HTH Health Constitution, HP, etc...

TGH Toughness Soak, HP, guts.

DEX Dexterity manual dexterity and reflexes

AGL Agility Whole body maneuverability

 

INT Intelligence Smarts, learning.

PIE Piety Connection with your god.

MAN Manna Connection with the magic of the natural world.

CHA Charisma Likeableness, Guile, ability to tell a lie and get away with it.

PCP Perception Find stuff, like doors, traps, etc... also save vs. surprise.

 

 

MP Magic points How much power you have to cast spells before you loose HP

SP Standing points How well you sit with your god.

HP Hit points How much punishment you can take before death.

 

 

Priest Magic, is like begging for aid from his god. SP is equal to a base of (piety & level) you get back 1/2 piety every day as long as you pray before sleep and when waking. This SP can go up to the base of the SP. He can also exceed the base SP by making sacrifices of items or animals, (people for evil). SP spent, level, piety, and dice roll vs. complexity of request equals chance of success.

Sorcerer magic is similar except the mage cannot exceed the MP value and he can use HP as well as MP.

  

SM Strike Mod. a value indicating both skill with the weapon and it's ability to

pierce armor.

DM Damage. The ability of the weapon to cause damage and to injure through armor.

 

DV Deflection Value. ability of Armor to deflect attacks, the ability for you to avoid

the attacks all together, and the ability to parry with shields and weapons.

AV Absorption Value. ability to absorb the impact of the weapon and soften damage to

the person wearing armor.

Parry, Dodge, Deflect: the three portions of the DV. parry is gained from shields, weapons and weapon skills. Dodge is gained from agility. Deflect is gained from armor and shields.

Initiative: combat will be similar to Badlands (action wise) and initiative will allow you to attack faster.

Speed and Weapon Handling: a weapon that is slow will attack only once pr. attack action, a weapon that is fast will attack more often pr. action.

 

 

Blunt Weapons: Get 1/4 deflect, 1/2 parry and +50% AV (tend to be fast)

Piercing Weapons: get 1/2 deflect, -25% parry, (tend to be slow)

Chopping Weapons: normal (tend to be fast)

Slashing Weapons: deflect x2, AV +50%

 

Finesse Weapons: Double AGL bonus, 1/2 STR bonus. Rapier, Knife.

Brute Force Weapon: Double STR bonus, 1/2 AGL bonus. 2h sword, 2h club, 2h mace, 2h battle ax, 2h pick ax.( just about any 2 h weapon.)