To start, I’ll discuss the broad framework of the game. This
consists of two key parts in my opinion; the first being how you define
characters, and the second being action resolution, both in and out of combat. Finally,
I’ll discuss some more tangential rule subsystems that I hope to implement.
In Telharis, a character is defined by four things: their
level, their attributes, their traits, and their feats/talents. Levels are
quite similar to Pathfinder; the core rules will include roughly 20, and they
are a general measure of the character’s power level. Attributes are simply a
new name for ability scores in an attempt to reduce words that have multiple
meanings within the rules. Traits are relatively basic options that reflect
inherent aspects of a character, such as racial features and attribute growth
at higher levels. Finally, the feat/talent system encompasses all aspects of a
character’s training or learned abilities.
Action resolution is based on the d20 system, but much of
the underlying math has changed. The greatest changes are in the combat system.
Characters receive two equivalent actions each turn, and the concept of
iterative attacks is gone entirely. This should significantly accelerate combat
resolution, though damage output and capacity will have to be adjusted to
compensate. Perhaps the most important change in this part of the rules,
however, is the incorporation of a level-based experience bonus that applies to
almost everything: skill rolls, attacks, and defense. This effectively replaces
base attack bonus, base save bonuses, caster level, and to some degree skill
ranks from the Pathfinder rules.
There are several other rules that I’d like to implement in
Telharis. First is some kind of leadership or influence system. Another is a
more abstracted wealth system such as that used in d20 Modern, which could
reduce bookkeeping as well as representing the various forms wealth can take in
a feudal society. I would also like to include some system for complex skill
usage—skill situations that are basically equivalent to a combat, such as chase
scenes or diplomatic negotiations. These, however, are all non-critical to the
core rules and so I won’t be working on them immediately.
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