That sounds exactly the feel im trying to go for dwarf! I have settled on using a damage system like inquisitor - i quite like it, and its the one ive used the most.
Im not a fan of the d20 system, and i dont know why. Probably only because im unfamiliar with it, as DnD is probably my least played.
The system you guessted omega is a valiant effort but far too complex - ill be abstraction wrestling to opposed rolls that directly injure limbs rather than overall BP, and to directly inflict critical or mortal wounds.
Like somebody said, id prefer a new system that is inspired by others - no doubt theyll be challenges ahead, but itll be good to try it out and see what works and doesnt, and through revision im sure we ll get a pretty slick system.
Anyhows, ive been writing a summary of all the parts that make up an adventurer character.. so far. I havnt finished this and its heavily work in progress, but this is what i have so far:
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General Information
Name: The name of the players’ character. While usually something created using either the dwarf fortress games name generator or the selection supplied with adventurer, the player is free to choose any name he likes for his character. Remember it is you, your fellow players and GM who will have to put up with badly named character! Maybe naming your knight Bob wasn’t such a good idea after all…
Age: The age of the players character. Depending on age, the character is likely to be more proficient in one area than another. Older characters are more likely to be physically weak, but have higher skills and more calculating personalities.
Gender: Self-explanatory. Is your character male or female?
Race: The race of your character. The main four races are Human, Dwarf, Elf and Goblin, but rules for half races and beastmen do exist if you wish to play such a character and the games master agrees.
Civilisation: The civilisation your character hails from. This will be important in deciding what gear is obtainable , the skills available to you and also affects your personality. The civilisations open to you will be dependant on what campaign your gamesmaster is running.
Social Standing: The social standing of your character. Is usually randomly selected in character generation, or by a character template, but it is up to the gamesmaster to decide what is acceptable. The higher your social standing, the more likely you are to have access to a better resource network from the beginning.
Physical and Mental Characteristics
Attributes: The main physical attributes of a character. There are three main attributes, Strength, Toughness and Agility. These are used in a lot of skill tests and extensively in battles. They also determine how much damage a character can take, how many actions they can take, as well as how much damage they deal unarmed.
Personality: The characters personality. These are usually used in place of attributes for tests that involve mental or ethical elements to them. They can also be used by the GM to see how a character, if forced by a player to do something against their nature or forced to fight a terrible foe, will react. It is also important in the magic system.
Skills: The skills that the players character has learned, or is learning – these determine the individuals characters proficiency in a specific area, how good he or she is at sword fighting for example. Skills are highly important, as unlike Attributes, contested rolls are highly dependant on the differences between skills levels. Not only that, but without any training, characters might not be able to perform a certain task at all!
Health and Condition
Bloodpoints: The overall health of a character. This is calculated by Toughness doubled, multiplied by 10. If this is over reduced to 0 the character is dead.
Consciousness rating: The level at which a character will have to fight unconsciousness from pain or bloodloss. This is equal to half the bloodpoints of the character. The character will have to take test against toughness to see if he passes out if damaged again and below this threshold.
Damage Threshold: The amount of damage a limb can soak without having to deteriorate. This is equal to strength + toughness. If an attack does greater damage than this, the limbs condition worsens.
Limb Condition: The limbs of the adventurer, usually head, arms, legs and body for humanoid creatures. Each has a condition from Healthy, Bruised, Injured, Broken, Mangled and Decapitated/Destroyed. These are affected by damage that exceeds the damage threshold. Each condition has its own additional impact on the players character.
Other: Other effects are recorded here. These are usually listed critical wounds, mortal wounds, and poison effects.
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This is the first and most important section of the character sheet. The rest is equipment, encumberance and things like that. They ll also be a notes section for other things, such as joining religions and groups, ranks within those groups etc. These wont have their own sections as then we would have a crazy complicated character sheet.
Herbalism and alchemy will be in, and so will powerful artifacts, which are especially dwarfy, which will be tied to power entities that ask alot in return for their favours.
There wont be a +1 longsword ssytem, but it will instead use a simplified crafting quality and material system like df uses.