I am pretty sure that March has set a record for me for posting, since I have averaged one post a day... and most of them have been pretty substantial! With twelve days left in the Kickstarter Campaign (so get over there and PLEDGE ALREADY), I thought it would be a good time to recap some of the rules I have going for Saga of the Splintered Realm. I wanted to get a full play test edition out this last weekend, but I got about halfway through editing the draft and realized I have a whole slew of things still to tighten up before releasing it to the wild. While it is 'only' a play test version, I still don't want to put something in your hands (or on your screen) that I already know the errors in... it's rather pointless for ten of you to point out that I say that elves get +2 to sense on one page and +4 to sense on another page, when I'm already aware of that but was just too sloppy to fix the error.
The quick lowdown (with some of the newest flourishes I'm working on):
- Attribute scores range from 2 to 12 for PCs.
- One XP/level progression for everyone (and the same spell progression for clerics and magic users in their respective fields).
- One saving throw progression for everyone (although demi-humans get a bonus)
- The 'check' is the default non-combat system. Roll 1d20 + modifiers, target 20 for success. Examples: As a thief, you can pick pockets or foil traps as a check, rolling 1d20 + level +2 (target 20). As a cleric, you make a wisdom check to compel undead, modifying the roll by 2x the difference between cleric and undead level (a cleric 4 attempting to turn an undead 6 takes a -4 penalty to the check). Want to force a door? Strength check. Want to learn a new arcane spell? Intelligence check (there is no read magic spell). Want to see if your henchmen stay by your side after two of them bite it in a burst of dragon's breath? Charisma check.
- Class and race are separate options (this is a big change from my previous drafts of the game). Four core classes (cleric, fighter, magic user, thief), and four core races (human, dwarf, elf, stoutling).
- You can multiclass. If you want to multiclass, you divide xp earned by the number of classes you have. You progress in all classes simultaneously; as a fighter/magic user/thief, you only count 1/3 of all xp you earn. You are going to progress S.L.O.W.L.Y. but at the same glacial pace in all three classes.
- Levels cap out at 12 (a change from the working draft I had that went to 14). I am thinking of three 'tiers' of progression: low level (1-4), medium level (5-8) and high level (9-12). This means that HD can progress all the way to level 12 without ever breaking the game, and monsters of greater than 12 HD are truly beyond humanity - even the best of humanity. This also means that any ability or spell with a + Level modifier doesn't need an artificial cap on its progression; a burst of flame (i.e. fireball) deals up to 12d6 damage, because you will not have casters higher than level 12 (at least in the core rules...).