This is going to be the thread for the D20fied homebrew now. Not the discussion thread, but the main one. It occurred to me recently that I'm referring to changes I'm making from the last system I wrote and people are responding as if I'm working off baseline D20 (for example, lines and cones wouldn't mean much in my game, and there are neither spell levels nor spell slots as such). It's got to be unclear reading if you've got to go thread hopping with little guidance from me if you want to find the zone based movement rules, the SPU rules, or the crit charts. So here I'll be starting from scratch.
For discussion, go here: http://www.thecbg.org/index.php/topic,209504.0.html I'll be changing that thread's name and relinking my sig soon for that.
[spoiler=INTRO]
Fantasy powers is pretty much the game I'd like to play and run.
Since in person I tend to teach new players rather than find existing ones, half my goals are already set for me.
1) The game must be easy to learn.
2) The game must be easy to use.
3) Combat should be fast.
4) The game should include the "addictive" elements of RPGs, especially the quest for personal power.
5) The game need not have all the D&Dism fixings (for example, Vancian magic or Tolkeinian races).
The other half of the design goals are more personal preference based on how I run games.
1) The game should work reasonably well if I only run one fight in a day.
2) The game should have guidelines for the social and exploration aspects as well as the combat.
3) There should be elements of mystery and horror.
4) The game can pick up more recent fantasy tropes, including those of anime or videogames.
5) The game should encourage accomplishing things in game, with little or no thought given to the means by which this is done.
Trailing that are relatively minor details that have more to do with making this less hard to write.
1) The core should be robust enough that it doesn't need too many exception-based mechanics.
2) Mechanics should on some level be "effects based." To give an example, if multiple classes should have access to the same or similar powers, those powers should just be accessible to both (rather than having slightly different versions of the same thing).
3) Keywords should be recycled over and over as necessary. If a bunch of weapons have reach or can't parry, it may be best to cover how those things work and just use the keyword from then on.
4) Game aids should be designed for use. For example, there will be a place on the character sheet for tracking wounds that will also be useful for rolling the wounds (so that never has to be looked up). Also, the skill portion of the sheet will make ability swapping on skills extremely easy.
5) I may only give super-concrete stuff for the "core" of what the rules will cover, leaving further edge cases to GM discretion with only rough advice.
[/spoiler]
[spoiler=ROUGH RULES:CHARACTERS]
There are classes, races, levels, hit points, abilities, skills, and saves. But the total system will be pretty different when I'm done with it.
Abilities
Players pick race and class before abilities. Race and class will help determine two "max" abilities that are automatically 16 (+3 modifier).
All other abilities are 4d4 in order.
Abilities are strength, dexterity, constitution, speed, intelligence, will, perception, and charisma.
Skills
Players get about 5 skill slots (haven't nailed it down yet). Each race and class allows certain skill groups. Players can spend a slot to train a class/race appropriate skill group or they can train any one skill. Additionally, classes are automatically trained in some offensive (light melee, heavy melee, projectile, thrown, unarmed, magic) and defensive (dodge, parry, shield) skills. Those attack and defense skills aren't part of any skill group.
Additionally, each class and race gives the player a trained save. Saves can't be trained with skill slots. Saves include perception, will, speed, and constitution.
All skills are (ability) plus (level). Trained skills get +5. Same goes for saves.
Race and Class
Each race allows a player to choose one of two max stats (for example elves may be dex and cha or something).
Each race allows a player to choose one of two trained saves (usually unrelated to the race? maybe?)
Each race determines some number of available skill groups.
Each race gives the player some power automatically.
Most races have some constant ability like scent or darkvision.
Each class allows a player to choose one of two max stats.
Each class allows a player to choose one of two trained saves.
Each class determines some number of available skill groups.
Each class gives the player some powers automatically.
Most classes have some constant ability like armor proficiency.
Perks
Every level after 0th, players pick one perk.
Perks follow an SPU format. SPU stands for Stance Power Utility.
A player can use two stances simultaneously, but no more. A player may use one power per round. A player may use utilities outside of combat only (either because they rely on context, like social abilities, or because they take longer, like rituals).
[/spoiler]
[spoiler=ROUGH RULES: COMBAT]
At its most basic, combat works like a D20 game. Initiative is rollled, turns are taken, you can attack and move, and there are AoOs. But there are details that really make it different by a bit. Characters need to spend actions to defend themselves, meaning that if you are even a little outnumbered you're either getting hit or spending the whole round on defense. Classes specialize in ranged or melee combat, and are better at defending themselves in one or another circumstance, so your archer really doesn't want to be in melee and your melee warrior wants into melee as soon as possible. Wounds are incapacitating and harder to heal, so they might change your objective to retreat even before anyone in your party dies. And terrain is both de-gridded and maybe better statted using zone based movement.
Action Types
There are five action types: main action, move action, reaction, free action, and non-action.
You may take one main action per round, and only on your turn. Main actions include attacking or casting a spell.
You may take one move action per round, and only on your turn. Move actions include movement, drinking potions, etc.
You may take one reaction per round, and it need not be on your turn. Reactions include defenses and attacks of opportunity.
You may take unlimited free actions on your turn, but only on your turn. Free actions include talking.
You may take unlimited non-actions in a round, and it need not be on your turn. Non-actions include saves.
The trade-down rule
You may always trade down, using a larger action to complete a task that would normally be a smaller action type. For example, you can use your main action to move, save your main and move actions to defend yourself later, or use a reaction to speak out of turn.
Attacking
By default, attacks are 1d20+(skill).
Default weapon damage is 2d(w)+(untrained skill). On a crit, weapons deal +1d or +2d. Some powers may also give a similar boost.
Massive Damage and Wounds
Characters have a massive damage threshold of 10 + (con mod) + (level). If the damage dealt by one attack exceeds this threshold, you must roll on the wounds table. Wounds include things from stunning or knockback to severed limbs or death.
Defending
Characters must spend a reaction to dodge, parry, or use a shield. Their skill roll sets the DC of any given attack.
Dodge is most useful against ranged attacks, parry is most useful against melee, and shields are useful against both.
If a character doesn't defend, the DC is set by their skill unmodified by a roll.
Points, Zones, and Movement
coming soon.
[/spoiler]