Point distribution
Giving 3 points to spead within 4 attributes allows the
greatest variety of permutations with minimum restrictions.
Usually starting thangies will not take any perception points
because they can earn them at 2:1 later on, (besides -
weapons cost money). For the fastest advancing, easy to use
but least versatile, just take all 3 as physique. If money is
no object, take all 3 as agility. For versatility, take
magic; amber is what makes it powerful but it won't pay for
itself until you are really high level.
THE TEST SYSTEM
This is just a simple way to define rolling dice. The
adventure pages contain the real info on skill attempts.
THE CHALLENGE SYSTEM
All combat is to the death. There is no honor or
sportsmanship. It is so rare for heroes or monsters to turn
tail and run that I ignored the option. Specific adventure
pages may state otherwise. In game terms it is not an
important distinction. Thus the one roll system was born -
it's fast flexible and functional.
DAMAGE
Agility reservoir is analogous to winning/losing it represents
a tactical edge instead of physical damage. Physique
reservoir represents cuts, bruises, broken bones, infection,
etcetera.
ABILITIES
There is little combination of point values but in roleplay there should be some compensation.
Zurg has Physique=0 Agility=3 Perception=0 Mentality=0
Zurgina has Physique=0 Agility=3 Perception=3 Mentality=0
Mathematically their agilities are the same but Zurg moves faster and Zurgina reacts faster.
SPELLS
The magic system is pretty standard, aside from the lack of
spell names and categories. It adds directly to combat very
nicely too. Amber is like a catchall phrase for magic
ingredients only it is intended to be taken as a literal
truth in the setting.
BOWS
Note that higher ranges give a greater effect. This simulates
the fact that several shots will be fired as the combatants
close range. Since all the shots are combined into one roll,
this is like saying: 10%Long) + 15%(med) + 20%(short) = 45%.
If you have a knowledge of statistics you can see what I
actually did. It works pretty well.
Your thangie can shoot a bow OR cast spells in
each combat...
Without having to make the choice, all monsters begin looking
the same.
LEARNING
The 2 point rule for perception is simply for play balance.
Bows are deadly weapons after all. I like to call the hand
weapon replacement rule, the "wear out" rule. One of my
friends equates it with "training" or honing ideas into
skills- he has the idea that weapons never wear out.
It may be of interest that when the number of monsters in an
encounter is over 1, the actual number of creatures
symbolized is the number cubed.
CARRYING ITEMS
This is an easy way to represent encumbrance and no more
abstract than pure weight points.
TREASURE VALUE
Actually Eldar treasures should wear out too, but their
intrinsic value is too great. There may be a way to destroy
Eldar magic, possibly with dragon flame.
GROUPS
My assumption is that most monsters would like to treat
warriors like we treat chickens. Just go up to one and lop
it's head off while the rest ignore you.
Thangies are not great strategists, but know enough to keep
each other alive if necessary.
One bow shot used as desired simply makes sense.
PATRONS
One person can't hope to come up with enough ideas for
everyone. As Innkeepers gain followings, they will gain
riches, giving great DM's rewards just like great players.
Hopefully a community or communities will develop, along with
sects and warlords.