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One Thousand Club
I have come up with a concept for an RP system, similar to D&D but not really at all. The working title is Energybender, because of the magic system. But I'm getting ahead of myself. The system only has d6 to simplify things, and every character has three stats, Mind, Charm, and Strength (nothing original thus far, hang on with me) and they dictate play. Classes aren't really a thing, there's just Fighters and Casters. Casters do get stronger over time, but fighters get better through better equipment and through learning things over time.
Fighters have bonuses on their strength-related skills, which I'll detail later. They also do lots of bonus damage with weapons or fighting styles they are proficient in.
Casters use magic, which in Energybender, is the pure expression of energy. They tap into an unknown realm of pure energy and manipulate it. There are three kinds of energy manipulation: Summoning, Destruction, and Life. Summoning is the creation of matter. Destruction is the release of energy as a weapon. Life is the manipulation of life, including healing, mind manipulation, and necromancy. Casters have a limited amount of energy they can use in a day but are not limited to a simple list of spells. They can use anything they can think of within their realm of casting at the cost of energy, to the DM's discretion.
The main strength in non-magic combat comes from proficiency. Through training or other means, you become adept at a weapon, skill, or strategy, such as longswords, grappling, or swimming. These can only be unlearned through very specific magic that simple casters cannot do.
Skill checks are not for every time a skill is challenged, only for when there is a very low chance of success. 3d6 are rolled, and the goal is to get under a certain threshold. Under 10 is easy, Under 7 is moderate, and under 5 is hard. Modifiers for these skills are based on your three stats. These stats (Charm, Strength, and Mind) can be rolled for or bought however, with a 10 being average for a human, 0 being minimum and 20 being maximum. They work like D&D.
The skills list so far would be
Strength:
Movement (swimming, climbing, running), Evasion (dodging), and Endurance (pain tolerance)
Charm:
Deception, Insight, and Diplomacy.
Mind:
Investigation (learning more about the environment), Intuition (knowing about what path to take), and Knowledge.
I don't have numbers figured out yet and I haven't gotten around to playtesting, but I was wondering if I could get some outside feedback.
Fighters have bonuses on their strength-related skills, which I'll detail later. They also do lots of bonus damage with weapons or fighting styles they are proficient in.
Casters use magic, which in Energybender, is the pure expression of energy. They tap into an unknown realm of pure energy and manipulate it. There are three kinds of energy manipulation: Summoning, Destruction, and Life. Summoning is the creation of matter. Destruction is the release of energy as a weapon. Life is the manipulation of life, including healing, mind manipulation, and necromancy. Casters have a limited amount of energy they can use in a day but are not limited to a simple list of spells. They can use anything they can think of within their realm of casting at the cost of energy, to the DM's discretion.
The main strength in non-magic combat comes from proficiency. Through training or other means, you become adept at a weapon, skill, or strategy, such as longswords, grappling, or swimming. These can only be unlearned through very specific magic that simple casters cannot do.
Skill checks are not for every time a skill is challenged, only for when there is a very low chance of success. 3d6 are rolled, and the goal is to get under a certain threshold. Under 10 is easy, Under 7 is moderate, and under 5 is hard. Modifiers for these skills are based on your three stats. These stats (Charm, Strength, and Mind) can be rolled for or bought however, with a 10 being average for a human, 0 being minimum and 20 being maximum. They work like D&D.
The skills list so far would be
Strength:
Movement (swimming, climbing, running), Evasion (dodging), and Endurance (pain tolerance)
Charm:
Deception, Insight, and Diplomacy.
Mind:
Investigation (learning more about the environment), Intuition (knowing about what path to take), and Knowledge.
I don't have numbers figured out yet and I haven't gotten around to playtesting, but I was wondering if I could get some outside feedback.