Tag: rules

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  • GM Tools

    GMs have a lot of work and roleplaying to do. The easier their job is, the smoother the game goes. I've talked about the GM tools in the game before, but I'm thinking they deserve a quick-reference page as an appendix as well. With one, a GM could have …

  • What spell subsystem?

    The streamlining continues. The cover rules for spells were bulky and confusing. I tossed them out. Now, what a spell can hit is determined by its range. A Close range spell can hit just about anything to which it has a direct, unobstructed line: …

  • Smaller, lighter, faster!

    Had to axe some rules today, and move the Bonus Action rule to the Extended Conflict module, where it belongs. Rules (re-) removed: Light Levels Perk Tree Perk Substitution Level Points Perk Contest Limit

  • Breakthroughs in Metaphysics

    It has been an awesome week for rules-writing! Issues seem to be resolving themselves, as I let the old rule framework shine through its rusty coat and reveal what it's really made of. For starters, I'm writing to beef up the metaphysical end of the …

  • Easy as 1, 2, 3

    Writing my way through the perks chapter led to well, a lot of things, but specifically to the Spell Weaver perk. Right off the bat, it needs help because "spells" are now called "powers" to help the base rules feel a little more flexible for other …

  • When It Rains...

    An absence from the blog doesn't mean inactivity today - it means that a lot has been changing. In all cases, for faster, easier rules. Here are some examples: Half Damage - when defensive posture was modeled after Final Fantasy, it made perfect …

  • Happy Free RPG Day

    'Tis the season for giving - sweat as it happens. It's really hot here. But, it's Free RPG Day, so I've uploaded the Modos 2 Fast Play Rules to ENWorld.org. Grab your free copy and have a blast! Full game to be released before Summer ends. http://www …