The System Outline

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The System Outline

Post by Serenity on Fri Oct 06, 2017 5:13 am



Last edited by Serenity on Fri Oct 06, 2017 7:42 am; edited 1 time in total

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Re: The System Outline

Post by Serenity on Fri Oct 06, 2017 5:16 am


RULE #1: WHAT THE GM SAYS GOES.

RULE #2: YOU SPEND EXPERIENCE FOR EVERYTHING.

As the title suggests, For Simplicity’s Sake is meant to be an extremely simple system. Its simplicity is meant to allow usage for any story a person can think to tell. With no classes, feats, traits, or weird conversations to turn it into a complex hodgepodge of vast information, this system can help any story get off the ground quickly and easily. There are no levels in the system either. If one chooses, their character can stay at their base until the end of the story or save their experience until they can grab the feature they want. Characters advance by spending their experience in the way they choose.

For Simplicity’s Sake takes elements from other d20 systems, using the d20 as the primary roll dice to decide accuracy and success. The secondary dice that are used in the system are d4s and d6s. D4s are used for durations and d6s are used for damage.

Things recognized from Pathfinder:
1. The way the d20 is used.
2. Saves: Will, Fort, Reflex
3. Defense is used as AC.
4. Add strength to melee damage.

Things you will notice is missing: (May be added later)
1. DR
2. Resistances

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Last edited by Serenity on Tue Oct 10, 2017 5:14 am; edited 3 times in total

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Re: The System Outline

Post by Serenity on Fri Oct 06, 2017 6:42 am

THE START OF YOUR CHARACTER:

Creating your character is very simple.

Discuss with your party what role each person would like to take on. Overlap can be okay if the other members of the group are aware of this, but each person having a specific role within the group is often helpful. Discussing who will know each other or if anyone is related is also a good starting point. Coming in with your character not knowing anyone is fine, but at least one pair of characters knowing someone can help the DM figure out easier ways to bring a group together.

To start off, roll your characters stats, (1d4), six times and place them in the desired stat: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Any bonuses to your characters starting ability score will be given based off of your background. This is where the possibility of "racial" bonuses may come in.

Starting Health: 1d6+2+Con
Starting Stamina: 1d4+Dex+Str+Con
Starting Mana: 3d6+Wis+Int
Starting Defense: 10+Dex
Skill Points: 6+1d4+Int
Initiative: Dex+1
Base Speed: 30

Will Save: Wisdom + DM given bonus
Reflex Save: Dexterity + DM given bonus
Fortitude Save: Constitution + DM given bonus

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Re: The System Outline

Post by Serenity on Fri Oct 06, 2017 7:11 am


COMBAT, ACTIONS, AND EVERYTHING ELSE

Before combat, players will roll initiative to create their turn order. While in combat, each player will be taking turns like normal. Each player has two actions on their turn that they can take. These are your standard actions.

There are other actions that a player can use to make things more convenient for their character: Quick Actions, Instant Actions, and Delayed Actions.

Quick Actions:
A quick action is a fast action being taken by your character in their square. A quick action must be easy to do and can be accompanied by movement. A quick action cannot interrupt another persons action. This is pulling out a potion, drawing a weapon, or notching an arrow.

Instant Actions:
These are done with characters sudden reaction. Instant actions are strenuous and taxing, and they cost 2 stamina and double mana costs. These actions can be used to interrupt the action of another creature. You cannot buy an extra instant action.

Delayed Actions:
These are actions that you choose to take time to focus on and implement more accurately. Delayed actions cannot critically fail. Delayed actions add 1d4 to an primary dice roll. Delayed actions do not increase damage unless otherwise stated. Delayed actions double the range and radius of magic attacks once per round they are delayed. Delayed attacks do not enhance single target spells, but do double damage.  You can delay once without penalty, but after that, there is a fifty percent chance of spell backfire. This increases by twenty percent per extra round an action is delayed. You cannot buy an extra delayed action. An example of a delayed attack is holding a 15ft cone shaped fire spell for one round, increasing it to a 30ft cone of fire.

ELEMENTS OF YOUR CHARACTERS ABILITIES

Range and Radius:

Pretty simple and straight forward, the range of your ability is how far from your current location that you can throw or move with it. The radius determines the area that your ability effects. A 40ft range and 20ft radius fireball will be cast 40ft from your position and envelope everything within the twenty feet of it's ignition. A 20ft dash will allow you to move forward 20ft. It's just that simple.

The Shape:

The shape of your ability is how it forms when it is used. Does it take the shape of a sphere? Does it chain reaction from one target to the next? Does it fire off in the shape of a cone, line, or hit one person? There are single target abilities, which is pretty straight forward. Line abilities fire in a straight line and do not have any more than a 5ft radius. Cones shoot off starting narrow and expand the farther they go. A chain ability hits one target and then fires off to another in the same around. A ball is merely a ball or sphere of your ability, while a blast explodes outwards with some force. The force a blast has pushes opponents back based off of the range chart.

Duration:

The duration of an ability is how long it lasts and how long it takes to cast (You can buy both if you wanted to). The duration of an ability comes in a couple of different forms. Instantaneous, delayed, periodic, lingering, or permanent. An instant ability is normal. It goes when you cast it. A delayed ability goes off a certain amount of rounds later (d4 to decide). A periodic ability repeats its effect in certain increments of time. A lingering ability continues its effect for a dictated amount of rounds. A permanent ability continues until dispelled. In cases that permanence effects the body, it cannot be dispelled (resurrection) Duration only works in d4s.

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Re: The System Outline

Post by Serenity on Fri Oct 06, 2017 7:24 am

Like everything else in this system, you build magic by spending your accumulated experience. There are a few features to creating a magic spell: class, range, radius, shape, mana, and damage. An explanation for each is written below.

Spell Classes:

The class or "school" of a spell is its defining feature. It is the essence of your magic. If you are not immediately starting off with magic, there is a one time cost of 50 experience to gain your first school of magic. A second school of magic costs another 50 experience. Characters that are starting off meant to be a magic user get their first class for 5-15 experience, depending on DM discretion. If it is later discovered that your character is not truly using their magic and it was only mentioned as a way to get a free class "just in case" you wanted to explore it, it will be taken away. Under the elemental class, anything in parenthesis are sub-classes that require a 4 to casting stat.


  • Elemental: Air (Lightning), Water (Ice), Fire, Earth. [Choose One Element]
  • Enhancement: "More." More strength, stamina, health, dexterity, wisdom, etc...
  • Transmutation: "Alteration." Altering the physical, soulless, world in different ways; turning coal to diamond, bending light.
  • Illusion: Manipulation of the senses.
  • Summoning: Calling an object or creature to your side.
  • Healing: Restoration of ones body, mind, and soul. (Casting Stat +4 required.)
  • Psychic: Control through mental manipulation. (Casting Stat +5 required.)
  • Necromancy: Manipulation of life and soul. (Casting Stat +4 required.)


Depending on your approach to the magic you wish to create, what is above is not set in stone. For example, invisibility can be an illusion spell, but only if your way of going invisible is by removing your presence from another's mind. If you choose to go invisible by bending light around your character, it would be a transmutation spell.

Mana:
Mana is the energy you use to cast your spell. Unlike everything else in the system, the mana cost of a spell is not bought by experience. Instead, it is based off of the Magic Class and the secondary dice rolled when being cast. The secondary dice is the dice that decides the effect (damage, healing, duration). Mana restores itself like stamina, through rest, unless under the rules of depletion.

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Re: The System Outline

Post by Serenity on Fri Oct 06, 2017 7:29 am

 
TALENTS...
are your way of being a complete and utter badass! Create anything and everything that you want to create! Talents are skillful maneuvers that allow your character to really show off their stuff. They can be executed differently depending on the situation you're in. For example, a talent called "Run and Shoot" allows your character to go up to a certain distance continuously firing their weapon, but required an acrobatics check. It could be your character merely running, or how about sliding down a hill? Or running along a wall? The DC for the check might be a higher or lower, but the vision of the talent stays true. Use the guidelines below to create yours.

A rule about talents. If your talent allows your character to move. The movement for this ability happens after the regular movement for your turn. Talents count as casting magic or making attacks, using stamina or mana to do perform them.

Creating Your Talent

The first thing that every talent needs is a description. Give it a name. Write out what the talent is meant to do, how it is meant to look, and what it is meant to accomplish. The description does not need to be super detailed since situations change.

The second thing your talent will need is a primary dice. The primary dice is meant to be rolled to decide the success of the talent. It can be anything that correctly goes with the talent, from a skill or knowledge to an attack. Consult DM if help is needed.

The third thing your talent will need is a secondary dice or two. If your talent is meant to last for multiple rounds, you'll add a d4. If your talent is meant to heal or damage, then you will add a d6. Use basic rules for experience costs and upgrades.

Lastly, you will need to calculate the energy cost (mana or stamina) of your talent.

Talent Rules:

#1) Talents are not able to be based off of ability scores.

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Last edited by Serenity on Tue Oct 10, 2017 5:02 am; edited 1 time in total

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Re: The System Outline

Post by Serenity on Fri Oct 06, 2017 7:34 am


YOUR SKILL SHEET

Everyone knows what a skill sheet is and how to buy more skill points is here. What is listed here is the basic set of skills that people can choose to start out with. Your skill sheet will correspond with your ability scores. If you have a 2 in strength, you can pick 2 skills that are based off of strength. If you have a 4 in intelligence, you can pick 4 skills that are based off intelligence. This is only at the start of character creation. After character creation, you can buy a completely new skill (custom or listed) for 15 xp.

Strength Based Skills

Climb
Jump
Lift and Carry
Swim


.
Dexterity Based Skills

Acrobatics
Disable Device
Escape
Stealth
Open Lock
Ride
Sleight of Hand
Constitution Based Skills

Concentration
Stabilize
Endurance
.
Intelligence Based Skills

Appraise
Craft (Choose One)
Linguistics
Knowledge: (Choose Subject)
Wisdom Based Skills

First Aid
Profession: (Choose One)
Perception
Sense Motive
Survival
.
Charisma Based Skills

Bluff
Diplomacy
Disguise
Gather Information
Intimidate
Perform: (Choose One)
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Last edited by Serenity on Wed Oct 11, 2017 11:52 pm; edited 3 times in total

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Re: The System Outline

Post by Serenity on Fri Oct 06, 2017 7:36 am

The state of things can change very quickly, giving your characters advantages or disadvantages throughout their story. The situational conditions stated below are a few of which that can come up. Though some may come up through combat, others may come up through the story as well. You're not always in perfect condition and pristine condition, while there are times where you'll have the advantage as well.

Conditions are classified for if they're happening for player characters.

Positive Conditions:
> Cover: You can use an object or person to obscure your position, giving you a +2 to AC to those the cover counts against.
> Energized: Whether it's a good meal, good drink, or a great nights rest, your body is ready to go, giving you a +2 to strength OR dex. (1 in-game day)
> Flanking: With good positioning, you can gain a +2 for flanking with a teammate or a +1 for backing your opponent against a wall.
> Higher Ground: If you've got the higher ground, you gain a +1 bonus on your attack rolls against your target. GM discretion for what is considered higher ground.
> Inspired: Whether it's a good meal, good drink, or a great nights rest, your mind is clear and calm, giving you a +2 to wisdom, OR intelligence. (1 in-game day)
> Lucky: This bonus is rewarded to those who take risks without asking "will I get lucky". You become lucky on your next roll, giving you a +4 bonus on any type of roll you're making as long as it happens within the same in-game day. If you roll 15 or higher on the next roll, your rolls stay lucky until you roll a 14 or below.

Negative Conditions:
> Dying: If you're dying, then you're unconscious and your hitpoints are at 0 or below. DC: 13 Con check to stabilize or bleed out 1d4 each round.
> Ensnared: You are unable to move for whatever reason, whether trapped or caught in something. DC 15 escape check, DC12 Strength check.
> Fatigued: You've run out of stamina and need to rest for it to recuperate. Until this is done, you're speed is cut in half and you suffer a -2 penalty on all rolls and a -1 to AC.
> Grappled: You're being restrained by another creature and need to make a (DC 10+ opponents strength) strength check to get out or be aided by another.
> Helpless: You have absolutely no way of defending yourself, whether asleep or paralyzed, and so your AC is invalid.
> Prone: You've been tripped, pushed, or something to get you off your feet. You lose your dexterity bonus to your AC and take a -4 to all attack rolls.
> Shaken: Something's gotten you feeling unsteady, whether it's fear or shock, you're taking a -2 on will saves and a -2 on attack rolls.
> Sick: Those who are sick are always a little off balance. Whether it's your stomach or head, you're taking a -2 to any constitution or strength check.

All conditions can be modified by story. Those stated above are merely the basic versions. Conditions may come up that are not listed as well. Conditions like "blind," "deaf," or "invisible" will be used with common sense.

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Re: The System Outline

Post by Serenity on Fri Oct 06, 2017 7:39 am

First things first, unless you're using a modern settling, let all views on money fly out of your mind. If you're using a modern setting, than use modern money to keep it simple. The money for a fantasy system will  be based in copper, silver, and gold and the conversions can be read below. Copper is meant for the poor and low class citizens. Silver is for middle class citizens and gold is for upper class citizens. You can use this any way you like. 10 copper = 1 silver, 10 silver = 1 gold.

Copper can buy very little beyond the very basics of food: breads, some vegetables, no meat. Cheap clothing, water, and a other basics. Silver can buy most things. Good clothes, food, weapons, equipment, and can get you a place to call home. Gold can buy everything and is seen mostly in the hands of nobles, upperclassmen, middle-class shop owners and higher. There are some people who won't accept copper for any payment, but everyone accepts silver and gold. DM adjusts as she wishes.

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