Excidium
P. banal
I don't know, I can appreciate a simple system, specially after playing stuff that gets horribly bogged down by trying to remember what to roll because everything has its own table and specific little rules. Don't think I didn't like this because it's simple (I actually found the base roll really fucking messy), I didn't like how it's designed.
For example, the basic roll is a d20, against a difficulty from 1 to 10 which you actually have to multiply by 3 to get the actual TN. Your stats don't give bonuses or penalties to the roll, instead you spend your stats like a pool, each 3 points you spend give +1 effort to a roll (you can add 1 effort/level and it stacks with skill bonuses which is 1 for trained and 2 for specialized) which in turn reduces the difficulty by 1. Which again, you multiply by 3 to get the TN. Each stat has a sub-stat called Edge, which works as a treshold, so if you have an Edge of 1 on might, when you spend 3 you actualy only need to spend 2 for example. Your stat pools are also your HP and you recover them on rest (the first is only one Action, but it increases for each rest so you need to track how many times you have rested in a day). Also how good you are at something is kinda irrelevant, you only do something specially well if you roll 19 or 20 which is something that pisses me off greatly.
Also skills...The skill system is very lulzy. My character had to pick one skill between jump, swim and...run I think? And another character started with "athletics" which basically encompasses all that and more huehuehuehue
And combat...during combat I tried my best to do creative things instead of just attacking because attacking is the most boring thing, you don't roll damage and it is not modified by anything except crits, and if you crit you deal a fixed bonus amount of damage (1,2,3,4 for 17,18,19,20 to-hit roll respectively). Each weapon deals a fixed amount based on its category (light, medium or heavy) and there's no distinction between weapons beyond which category it belongs to and range** (which is also abstracted in three steps). So firing an arrow and throwing a javelin is a basically the same thing. No you don't use might to throw things. Ranged attacks are all based on speed, don't ask me.
In other words combat rules suck and it's very stacked on the GM to create interesting combat situations because the system alone doesn't really carry it.
Also iirc the only stat NPCs have is their level, which serves as the difficulty for anything related to them.
**Actually, weapons do differ on something else, and it's the type of damage it does, such as piercing or slashing. It's not specified in rules but it's a sort of keyword for some abilities, if glaive progression wasn't already crappy enough their abilities also have limited usage based on which weapons you have available.
For example, the basic roll is a d20, against a difficulty from 1 to 10 which you actually have to multiply by 3 to get the actual TN. Your stats don't give bonuses or penalties to the roll, instead you spend your stats like a pool, each 3 points you spend give +1 effort to a roll (you can add 1 effort/level and it stacks with skill bonuses which is 1 for trained and 2 for specialized) which in turn reduces the difficulty by 1. Which again, you multiply by 3 to get the TN. Each stat has a sub-stat called Edge, which works as a treshold, so if you have an Edge of 1 on might, when you spend 3 you actualy only need to spend 2 for example. Your stat pools are also your HP and you recover them on rest (the first is only one Action, but it increases for each rest so you need to track how many times you have rested in a day). Also how good you are at something is kinda irrelevant, you only do something specially well if you roll 19 or 20 which is something that pisses me off greatly.
Also skills...The skill system is very lulzy. My character had to pick one skill between jump, swim and...run I think? And another character started with "athletics" which basically encompasses all that and more huehuehuehue
And combat...during combat I tried my best to do creative things instead of just attacking because attacking is the most boring thing, you don't roll damage and it is not modified by anything except crits, and if you crit you deal a fixed bonus amount of damage (1,2,3,4 for 17,18,19,20 to-hit roll respectively). Each weapon deals a fixed amount based on its category (light, medium or heavy) and there's no distinction between weapons beyond which category it belongs to and range** (which is also abstracted in three steps). So firing an arrow and throwing a javelin is a basically the same thing. No you don't use might to throw things. Ranged attacks are all based on speed, don't ask me.
In other words combat rules suck and it's very stacked on the GM to create interesting combat situations because the system alone doesn't really carry it.
Also iirc the only stat NPCs have is their level, which serves as the difficulty for anything related to them.
**Actually, weapons do differ on something else, and it's the type of damage it does, such as piercing or slashing. It's not specified in rules but it's a sort of keyword for some abilities, if glaive progression wasn't already crappy enough their abilities also have limited usage based on which weapons you have available.
Last edited: