All right, first off, this game turns the average rolls Up To 11. The results from each roll are as follows:
1 -
Epic Fail You have failed. Terribly. You not only managed to fail, but also managed to hurt yourself in the process.
2 -
Failure You have completely failed to accomplish what you have set out to do.
3 -
Minor Success You either accomplished part of your goal, or accomplished it with some minor detriment to yourself.
4 -
Success You did what you wanted to do. Nothing more, nothing less.
5 -
Epic Success You not only did what you wanted to do, you got some nice bonuses as well.
6 -
Mild Overshot You did what you wanted, but maybe a little too well.
7 -
Overshot Well, you've done what you wanted, but there are negative side effects to it.
8 -
Big Overshot You put too much power into something, or otherwise gone about your goal in a destructive manner; your objective is completed, but you've probably killed something in the process.
9 -
Massive Overshot You've done it now. Things will go up in flames, most likely including yourself or whatever you're trying to obtain.
10 -
Godly Overshot Shit has hit the fan. HARD.
11 -
Well, this can't be good...Next, up Skills
There are different types of skills in this game, all explained here. But first, leveling. Skills are leveled up through use; so if you want to get better at using your sword, you'll need to use your sword. Without any experience, using a skill comes with a -1 penalty, so Getting a 5 or 6 gives you experience in a particular skill. So, if I use a sword for the first time and roll a 5, I gain level 0 in swordsmanship. Each consecutive level requires 5 more rolls of a 5 or a 6 to gain the level, but once you gain the level you gain a permanent +1 bonus to that skill (those bonuses stack with each new level). Levels go up to 5.
The list of skills are as follows:
Weapons (Swords, hammers, etc. Each has its own skill, this is a general moniker)
Shields
Armor
Improvised Weapons
Potion-Making
Theft
Speech
Acrobatics
Healing Magic
Arcane Magic
Necromantic Magic
Silly Magic (Party Tricks, Illusions, anything stupid that doesn't fit in the other categories)
Next up, Classes! There are several classes to choose from that give you natural bonuses with some skills. The classes are as follows.
*Warrior - Master of melee combat. Starts off with a melee weapon of their choice, a shield if it is one-handed, and a chain shirt. Begins at Level 0 for: Armor, Weapon(of choice), Shield
*Mage - The squishy spellcaster of the game. Equipment-wise only has a robe and a silly hat, and a crooked staff with a dull gem atop it. Begins with Level 0 in Arcane Magic and level 1 in Silly Magic
*Warlock - Evil spellcaster with some melee ability. Comes with a wand, black robes, and a dagger. Starts at level 0 in Necromantic Magic and Silly Magic
*Paladin - The holy protectors of the world, Paladins focus on healing magic to bolster their allies, and melee combat. Starts with plate armor, a shield, a sword OR a hammer, and begins at level 0 in the Weapon(Sword or Hammer), Armor, Shield, and Healing Magic skills.
*Rogue - Thieves, assassins, and all other sort of sneaky fellows. Begins with leather armor, a lockpick, and a dagger. Starts at level 0 in Silly Magic (for distractions), Acrobatics, and Theft.
*Lord - The nobles and officers of the world, lords are semi-capable in combat, but prefer having others do their dirty work. Begins with a single NPC bodyguard of their own race, and equipment of any single-handed weapon, a chain shirt, and a shield. The skills of Speech, Weapon, Armor, Shield all begin at level 0.
Last but not least, the matter that killed my last game, NPCs!
I've decided to go a route the Hope to Dodge RTD has taken. Each player may have two squads of up to 4 NPCs, excluding Lords who may have three squads of 3. Each squad is ordered separately in combat, and I will depend on the players making orders for their own men so I am not lost and confused.
There is a health system in place. Players start out with 5 health, their status labeled as Great! They go down from there to Fine, Average, Poor, and Dying. Any more damage and they're done for. However, health can be elevated above Great as well. This goes, in order, from Great!, to Superhuman, to Supernatural, to Transcended, to Pure, and then finally Omnipotent. Any further health is simply listed as Omnipotent+whatever extra health points you may have.