| THE SYSTEM - Philosophy and Introduction | [24MAR08] philosop.htm |
The System provides simple, consistent and realistic rules for players to experience the fun of heroic role-playing.
It takes inspiration from the best of other role-playing rules sets (such as D&D, RuneQuest, BRP) - and only the best. Their flaws (artificial character classes, excessive hit points, rewards only for killing and looting, arbitrary rules, complicated initiative systems, unfair player advantages, bizarre magic anomalies) have no place here.
Simple Skills System - Characters are defined by their skills (not by a chosen 'class'). Skills are rated as percentages, the most easily understandable way to show probabilities. Hence rolls are made with d100, the lower the better. Rolls under the skill give success, and very good rolls can give special or even critical results (or very bad rolls, fumble)!
Realistic Experience - Characters improve by developing their skills as in real life - through using and practising those skills (not just by killing/stealing a certain amount). Skills the character chooses in this way will, if successful, be the ones they gain (not some just picked from a list, perhaps never used before; and not constrained by 'class').
Heroic Role-Playing - The System rewards the fun and heroism of role-playing. Good role-playing, heroic acts and contributions to in-game fun earn 'Bonus Experience Points' - which are added to the DEFENCE ability: their measure of heroic stature. With this characters may be able to survive myriad dangers and be true Heroes!
Realistic Combat - The same consistent skills system extends to the use of weapons. The characters attack, parry, dodge and clash weapons on armour - as the players take up their dice for weapons and try for lucky rolls... Realistic detail and involvement gives the feeling of actually being there - in the excitement of battle!
Heroes Not Bullies - Combat is dangerous (but survivable) and graphic (but not gratuitous) - this realism encourages thinking over mindless 'hack-and-slay' thuggery. Hit Points are few and characters don't feel invulnerable (unlike bloated blobs of 100hp). Only such danger allows characters to be brave heroes - not mere bullies.
Authentic Magic - The Magic and Miracles Systems provide related and consistent, though different, mechanisms of magic. Traditional spells are available, and magical/clerical power is balanced: Mages are not too weak as apprentices nor too devastating as wizards, spend time seeking/learning spells, and cast them until exhausted of magical power (not forgetting each spell when cast, nor carrying weighty/valuable spell-books about); Priests get less powerful spells but have more skills appropriate to their sects, spend time performing services and acting according to their gods will, and invoke divine miracles as and when required (not having to book them in advance). A realistic-feeling system, with familiarity and common sense.