Flailsnail by Zak S. |
- Keep your stats and hit points, unless they're too different from TSR standards and I make you roll 3d6 six times (and arrange the scores to suit your character).
- Mods are:
4-: -2
5-7: -1
8-12: 0
13-16: +1
17+: +2
Applying violence
- Group initiative on a d6, rolled every turn
- You do ONE thing every turn (including move or swap weapons)
- Attack with d20 +stat +class bonus (your level, half level, or nothing). Monsters just add +HD
- Ascending AC: light armour 13, heavy armour 15, +2 for shield, +magic. Natural AC classes have 13 +stat bonus
- Damage as weapon +STR in mêlée, +magic
- Missed attacks do 1 damage. Referee may offer a 'devil's bargain': attacker rolls damage in exchange for a complication (someone loses footing, a shield is broken...). Players can always refuse
Magic
- You keep your spells and magic system with the referee's approval
- If you don't have one: you get one slot for every level you have. Memorize one spell per slot. You can always cast a non memorized spell, but it costs time, components, or is very risky (save to avoid losing d6 stat points per spell level).
- Spell lists are either tied to spell books (and you can find more adventuring), divine powers (fixed list), or acquired disciplines (for psions and the like).
Exploration
- Exploration turns last an hour. One character can thoroughly explore one room or corridor in that time. Divide 60 minutes by the number of active characters - a party of six members explores a room, finding everything there is to find, in 10 minutes. I draw and fill in clocks to keep track.
- Non-exploratory movement depends on encumbrance, leg size, and endurance. Rolls may be involved.
- Every hour in the dungeon, and every 8 hours in the wilderness, the referee rolls an event d6 (usually: 1 nothing, 2 resource, 3 fatigue, 4 morale, 5 clue, 6 encounter).
Task resolution
- The conversation determines what is possible and what isn't. Time and noise are factors.
- Otherwise, you need to save. Against death or disease of course, but also against looking like an idiot or making a ruckus. Add the relevant stat modifier, and your level if using a class or race ability. A modified roll over 10 always means a partial success or hard choice.
Classes
- There is always the option to level up using Zak's system
- For new characters, here are the basics:
Experience
- Is mainly gained with gold retrieved from 'unlawful 'areas (1gp=1xp)
- Is always divided equally, including henchmen
- Goal xp aren't entirely unheard of. Here is the xp table I'm using in my office lunchtime game:
Discovering a point of interest: 500Edit 11/4/18: Added/reorganised the classes and experience paragraph based on my current, non-Flailsnails campaign
Unearthing lost knowledge: 500+
Making contact with a new tribe: 1000
Treasure: 1/GP (including information sold)
Eliminating a threat to others: 100/HD (non threatening monsters are worth 10/HD)
Edit 15/2/18: made task resolution/saves clearer in an attempt to stop using target numbers when I run. Added a list of XP values.
Edit 10/1/18: removed task resolution with chances in six, replaced by Into the Odd style save when there is danger. Removed the 'yet untested' mention about exploration rules.
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