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Hi! This dawning project started some months ago when I did a comment about alternative magic systems here at BRP Central. The idea was the Skill roll is made under the current value BUT over the difficulty, so no math was involved. It seemed to me a very clean mechanic, so I went and developed some other basic ideas and personal tastes. These are still in a note/ideas phase, but I wanted to share them here for feedback and whatever. ND100 stands for New D100... ND100 seeks for "player only" rolling, and adds a "success with a complication" instance. Characteristics STR 3d6 CON 3d6 DEX 3d6 INT 2d6+6 POW 3d6 CHA 3d6 I got rid of SIZ. I think it brings more trouble than solutions. Instead I use "Scale" which is a broad category. Humanoid characters have a Scale 2. My goal is to keep Characteristic values low, even for large beigns. Scale differences is what matters between different sized creatures. Think something like QuestWorlds "masteries". Derived Stats Hit Points = (STR+CON) /2 Energy Points = (CON+POW) /2 Damage Bonus = STR 2 or less (-6), 3 to 5 (-3), 6 to 8 (-1), 9 to 12 (none), 13 to 15 (+1), 16 to 18 (+3), 19 to 21 (+5), every 3 points (+2) Scale = 2 (human) Move = 8 Hit Points as usual. Energy Points are both "magic points" and "stamina", making the pool useful for both magic and non-magic user characters. Damage Bonus. One thing that usually bothers me is the quite large impact DB has on a characters damage. I made it a fixed value which is, at the same time, easier to use and less impactul. Scale. As noted above. Move. Still as usual. Characteristic Rolls Effort Roll = STR x3: An Effort Roll is needed when carrying, pushing or throwing objects. Objects of one Scale lower or less don’t require a roll. Objects of the same scale require a successful rol to be carried, with partial success meaning Move and physical skills are halved. Each Scale level above requires a higher success level. Stamina Roll = CON x3: Stamina Rolls are used when a character runs, or exerts some physical activity during a prolonged length of time. Also required when a character receives a Major Wound or goes to 0HP or below. Reaction Roll = DEX x3: Reaction Roll establishes which character reacts first in a given situation. If two characters roll the same success level, the one with higher DEX acts first, if it is the same, the one with the higher INT. Memory Roll = INT x3: A Memory Roll is used when a character wants to recall some knowledge or detail previously seen. If the setting uses vancian magic, this roll determines whether a spell is forgot or not. Perception/Will Roll = POW x3: Whenever a character may notice something a Perception Roll is needed. This is a passive action. For active perception activities, use the appropriate skill instead. If a character has to resist an intimidation, a moment of doubt or a magical intrusion, a Will Roll is needed. Charisma Roll = CHA x3: This roll is made every time a character faces another for the first time. A Critical Success means social skills require one less success level. A success means the character is received in a good way. A partial success means the character is treated as any passing by. Failure means the character is not taken into account and all social skills require one higher success level. Fumble means the character is frowned upon and taken as hostile, treacherous or any other appropriate interpretation. No social skill is allowed without a really significant action. Skills Skills never go above 99% -- One thing I don't like is skills going higher than 100%... I know it has some useful mechanics, but it feels wrong for percentile gaming. Skill bases are one Characteristic -- An easy way to give Characteristics more relevance. Tick boxes -- I like them more than XP. Skill rises 1d8. After base x5 or 90 (whichever is lowest), it raises by 1d4. -- Again, this is something to give Characteristics more relevance. Also grants some niche protection. Skill rolls Against set difficulty Difficulty is expressed as a percentage value. Roll 1d100 against difficulty, set by GM Roll same number on both dice, under your skill: Critical Success Roll under your skill BUT over the difficulty: success Roll under your skill AND under the difficulty: partial success, but with a complication or something happens. Roll above skill: failure Roll same number on both dice, over your skill: Fumble Against other character or active opposition Roll 1d100 against both player and opponent’s skill Roll same number on both dice, under your skill: Critical Success Roll under your skill BUT over the opponent’s: success Roll under your skill AND under the opponent’s: both succeed, or partial success, or something happens. Optionally, Player may choose both sides fail. Roll above skill BUT under the opponent’s: failure and opponent succeeds Roll same number on both dice, over your skill: Fumble Against other character in combat Roll 1d100 against the opponent’s skill Roll same number on both dice, under your skill: Critical Hit: full+roll damage Roll under your skill BUT over the opponent’s: Normal Hit: roll damage Roll under your skill AND under the opponent’s: Both sides hit: both roll damage. Player may choose to spend Energy Points* to win the tie. Optionally, Player may choose both sides fail. Roll above skill but under opponent's skill: failed defense: opponent rolls damage Roll over player AND opponent's full skill: both fail. Roll same number on both dice, over your skill: Fumble, opponent gets a critical hit: full+roll damage * Player can spend 1d4 energy points to exert himself and win the tie. This is the meat of the mechanics. It reduces the number of rolls and makes them player facing. It makes opposed rolls less dull. It adds the "sucess with a complication" outcome, while it may be not to your taste, it's something many GMs already do when interpreting some rolls, especially opposed rolls. ------------------------------------------------------------- I have some notes on combat as well, but let me know what you think about it so far. Thanks!