Since last post, a lot has happened. A lot of rule-writing! I’m five sections deep into my OSR module for Modos, and here’s a quick look at how it’s taking shape:
D&D (Difficulty and Dragons) for Modos RPG is a relatively small mod for Modos that turns the old-school feel up to 11. Or 10 if you take half. The big differences from vanilla Modos are:
- armor adds to Parry, not protection,
- characters have classes that grant extra health each level,
- postures become relative,
- spell-casters get spell-slots, and
- spells have a free-duration period.
There are other goodies, too, like a special alignment system, multi-character monsters (which will make big opponents quite fearsome), cohort and henchman rules, six attributes, saving throws, and added emphasis on the importance of torches. But despite the old-schooliness, it’s still a game of Modos: your concept, goal, and flaws are front-and-center, combat revolves around smart use of your actions, and you can focus on the story instead of the dice.
I’ll probably make this a bit of a living module – I’ll post it up before it has been carefully crafted and play-tested – so there will be room for revisions, tweaks, and the big one: new spells.