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DMMike
01-14-2014, 07:22 PM
The first draft of Modos RPG is ready for playtesting. Much like the iPad, it's the product no one even asked for. But really, you have asked for it, if you've ever said:

"Why can't my Fighter take Move Silently?"
"Drawing on the battle mat takes way too long."
"I wish my mage could wear armor!"
"Wait, do I need to roll under, or over?"
"Does grabbing my lightsaber provoke an attack of opportunity?"
"I can write better rules than this."
"Writing up these monster stats takes way too long."

Modos RPG features free-form character classes, great roleplaying flexibility, customizable everything, never-get-a-bad-roll guarantees, and closer-to-real-time combat.

Best feature: characters don't die - they just become mostly dead.

Download it, take it for a spin, tell me about all the changes I need to make, or just start turning it into your own game with the rules on, well, making rules. I'll be playtesting too, and hopefully getting a chat-room game going as well.

cloa513
01-27-2014, 02:21 AM
The first draft of Modos RPG is ready for playtesting. Much like the iPad, it's the product no one even asked for. But really, you have asked for it, if you've ever said:

"Why can't my Fighter take Move Silently?"
"Drawing on the battle mat takes way too long."
"I wish my mage could wear armor!"
"Wait, do I need to roll under, or over?"
"Does grabbing my lightsaber provoke an attack of opportunity?"
"I can write better rules than this."
"Writing up these monster stats takes way too long."

Modos RPG features free-form character classes, great roleplaying flexibility, customizable everything, never-get-a-bad-roll guarantees, and closer-to-real-time combat.

Best feature: characters don't die - they just become mostly dead.

Download it, take it for a spin, tell me about all the changes I need to make, or just start turning it into your own game with the rules on, well, making rules. I'll be playtesting too, and hopefully getting a chat-room game going as well.


You really should put it as a pdf- safer for people to download.

DMMike
01-27-2014, 09:15 AM
Granted. But is there anyone who doesn't have a virus scan these days?

Next question: how do I convert to .pdf for free?

nijineko
01-27-2014, 10:13 AM
use a mac. or use any of the numerous tools on sourceforge to do so, including openoffice.

cloa513
01-28-2014, 01:34 AM
Granted. But is there anyone who doesn't have a virus scan these days?

Next question: how do I convert to .pdf for free?
http://www.doc2pdf.net/

Word (and Excel) documents can contain macros that virus scans don't protect against.

DMMike
01-28-2014, 09:37 AM
Now it's a .pdf. And thanks for the vote of confidence, cloa! :rolleyes:

Suddenly I'm tempted to do Legends and Lore with Mike Mearls...

A Few Rules Updates

Michael Terlisner, with Mike Mearls

A s we continue to work toward the release of Modos RPG, a number of rules that you saw in the public playtest have undergone revision. Here's a quick look at some of those updates and changes.


Exploration

The exploration rules have been reworked to make them easier to use at the table. They've been conveniently left out of the v1.1 rulebook, because there's not much need to have rules on exploration. A character's passive perception is the result of taking half on a Detect contest. Your character sheet will have a space to note this, making it a value you calculate once and then use as needed.

We've also folded the basics of the exploration system into the party's marching order. As the party approaches a trap, a hidden monster, or some other threat, the GM rolls a Detect contest for the one party member who is most likely to detect it. This change eliminates tracking the party's alertness. This change will also not be included in the rules, because it adds just another rule.

We also simplified the concept of group stealth. Whenever the party wants to be sneaky, the GM rolls a Sneak contest for the character most likely to be noticed. At a slow pace, a rogue can thus attempt to hide while using an action to pick a lock or search for secret doors, simply by pairing that action with a Sneak action. If the party moves at a faster pace, each character can still attempt to hide, but must use an action to do so, as normal.

The idea of a sequence that includes checking for random encounters is bulky, and has been omitted.

Finally, we've glossed over the time it takes to complete certain actions with the exploration rules. Disarming a trap or picking a lock takes at least one action, possibly more if the lock has been assigned progress (damage) points by the General of Modos.

Extra Actions

The playtest process showed us that gaining an extra action on your turn in combat can lead to a lot of overpowered combinations. So extra actions are no longer awarded by perks, they are instead unlocked by perks as characters gain the ability scores needed for extra actions. Multiclassing cast a bright light on this issue, with PCs designing their own classes in a free-form way as they progressed in level.


Right now, we're not working with a rule that limits a character to one bonus action per turn, because characters get 3 free actions per turn, and one (unlockable) bonus action for every 5 points that an ability score is above 10.

Character Speed and Heavy Armor

We're looking at giving all the standard player character races the same speed, and allowing characters with sufficient Physical scores to offset the Physical penalties for heavy armor by virtue of simply having a Physical ability modifier. We think these ideas make sense for a few different reasons.


The speed penalty for smaller characters and dwarves doesn't exist, because while they're small, they're also quick. Or hardy. Or better described by their character concepts and Movement skill points.


When it comes to armor, we wanted heavy armor to have potential drawbacks without being overly harsh or restrictive. Heavy armor is . . . well, heavy, so making your Physical play a role in its effectiveness is intuitive. This change allows armor to be increasingly restrictive as it increasingly restricts the Physical damage that a character must avoid taking. So we've applied a 1 point Physical penalty while wearing light armor, 2 points for medium, and 3 for heavy. Other characters can still maximize their defense by wearing light armor and taking the Armor Training perk, or by using the Specialize perk for the Parry skill.

DMMike
02-09-2014, 09:02 PM
D&D Next (http://www.enworld.org/forum/forumdisplay.php?3-D-amp-D-and-Pathfinder&prefixid=dndnext) Q&A: 02/07/2014

Michael Terlisner, with Rodney Thompson

http://www.wizards.com/dnd/images/ro3.jpg You've got questions—we've got answers!
http://www.wizards.com/dnd/images/clear.gif http://www.wizards.com/dnd/images/4new/icons/1.png http://www.wizards.com/dnd/images/clear.gif What are the benchmarks for fighters at each tier, compared to the spellcasting guidelines used in Wandering Monsters?
While James Wyatt discussed spellcasting in his latest Wandering Monsters (http://www.wizards.com/dnd/Article.aspx?x=dnd/4wand/20140205), the other classes have similar breakpoints. For fighters, extra attacks are unlocked with bonus Physical actions, which occur at 15, 20, and 25 Physical scores. To use your bonus actions for attacking, the Quick Strike perk can be picked up at any level. A plethora of fighter-approved perks make progressing as a fighter more gradual than tier-like. For example, the Special Move perk allows a fighter to drop a point from his attack contest and add it do damage - and the player is welcome to describe this move however he likes. Or there's the Rage perk, which allows a fighter to use his Hero Points for damage, instead of just for contests. This can significantly increase a fighter's damage output, while simultaneously requiring him to roleplay more, in order to get those hero points back.

As you reach 10th level, or "epic" levels, your fighter will have at least two bonus actions per round, or up to four if sacrificing perks for ability points. If you've been diversifying those ability points, your fighter can easily branch out his skills and use those bonus actions to "cast spells." These can include spells to increase fighter survivability and the ability to cheat death, like Cure or Fog. Remember that the spells are written more in terms of game mechanics than in-game effect, so a fighter's Cast Spell (cure) could be called his "Rage" or "Second Wind."


http://www.wizards.com/dnd/images/clear.gif http://www.wizards.com/dnd/images/4new/icons/2.png http://www.wizards.com/dnd/images/clear.gif How would you handle running a business in D&D Next? Is this something handled with the downtime mechanics?

Are you joking? Go take an accounting class.


http://www.wizards.com/dnd/images/clear.gif http://www.wizards.com/dnd/images/4new/icons/3.png http://www.wizards.com/dnd/images/clear.gif Is 20 the hard cap on maximum ability score or can magic push it higher?

It's a soft cap, really. When an ability score hits 20, a PC would be wise to diversify into another ability. But there's no rule stopping him from spending his ability points and perks on just one ability score.

DMMike
03-06-2014, 03:08 PM
Future changes: small and large perks, chapter introductions with play examples, a revised adventure module, a short rules module (any suggestions?), emphasis on a PC's permission to narrate what his character does (from what his skills, spells, and abilities mean, to what actually happens when he takes damage).

The 1-second NPC rules currently look like this:
Pick your NPC's level
Pick your NPC's good ability (equal to 10+ level)
Pick his good skill (equal to level)
Equip and go

I'm thinking of changing to this:
Pick your NPC's level
Pick his good skill (equal to level)
All other skills get a bonus equal to half level
Disregard ability scores
Equip and go

The theory is that when a 1-second NPC is introduced, his abilities don't matter as much as his skills do. Except his abilities are needed for max damage... If an NPC gets half his level in skill points in each skill, then he is getting slightly better with each level - regardless of whether those bonuses come from ability modifiers or skill points (or perk specialization). Plus, it's really fast and easy to calculate...and somewhat balanced. An NPC who gets all of his ability points (modifier) in one ability, and puts all of his skill points in one skill turns out to be a bit of a min-maxer...brainstorm begins.

Stay tuned, because I'm due to get an AWESOME piece of cover-art from @Meatboy (http://www.enworld.org/forum/member.php?u=40857) any month now!

DMMike
03-12-2014, 01:12 AM
Is it just me, or is the D&D bard's inspiration power (http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20140310) awfully similar to the hero points that Modos RPG characters get on a daily basis (https://p-p-rpg.obsidianportal.com/wikis/hero-points-0/ ) ?

There are a few other strange coincidences...but that's what I get for allowing Modos RPG rules to be used by all, right?

nijineko
03-12-2014, 04:25 PM
isn't that already similar to action points, anyway?

DMMike
03-18-2014, 11:54 PM
Yeah. I looked up action points - I guess they have three uses, and their influence increases at higher levels. The main differences are that Hero Points do only 1d6 bonus, and are supposed to be used to reinforce character concept (not just grant better rolls).