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Thursday, July 21, 2011

Sword and Sorcery RPG featured bits

Well since I'm using my hombrew system called "Sword and Sorcery" in my campaign I thought I'd share few bits of it which differentiate it from all the other simulacrum, d20 games.

- my system is based upon 3rd revised edition of DnD(with some bits from 0d&d and RQ)
- no Armour Class, Defense bonus instead
- armour reduces damges
- weapons have new characteristic - armour piercing( reduces armour DR)
- during chargen 3d6 are rolled for attributes instead of montyhauley 4d6
- no feats
- only 3 classes exist, and these are: magic-user, warrior and rouge
- after succesful attack roll location hit is determined by rolling d6(1- head; 2- left arm; 3- right arm; 4- torso; 5- left leg; 6 right leg)
- 2 types of magic: ritualistic cthulhu mythos styled and standard vancian
- insanity rules stolen from Call of Cthulhu
- high wisdom score(15+) grants 5% experience
- one minute turns: you can either attack, cast a spell or move(no action division)
- the number of non-lethal damage that character can acquire before falling unconcious is equal to his/her CON score

1 comment:

  1. To be fair, with 4d6 you drop the lowest die. For true montyhaul, the alternative methods in 1E take the cake.

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