Re: Delver vs. Realmz/Exile


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Posted by gandreas on June 05, 1997 at 14:41:38:

In Reply to: Re: Delver vs. Realmz/Exile posted by scourge on June 04, 1997 at 19:13:03:

: : : Follows AD&D; rules?

: : Not in the least.

: Now I'm curious about your "not in the least" response to AD&D; rules-

: will it still have the basic concept?

: As in, will there be different classes for characters, and things like that?

Not so much. It is basically skill oriented, but with only one "level" which applies to all skills. There are two big skills (combat and magic, both of which are available as "secondary", "primary", and "mastery") and a bunch of lesser skills (such as lockpicking or alchemy). You do pick a starting "class" but that just gives you your basic stats and "free" potential in combat or magic (for example, starting as a "Fighter" gives you certain skills, and a "free" potential of combat mastery, which a "student" might have secondary magic). By "free", I mean that the first time you find somebody to teach you, you automatically get that skill - this is basically your inate knack for it.

From that point on, things work like a typical skill based system. The closest "traditional" role playing game system would the one found in Talislanta.

Things like combat resolution is also handled differently - there is a "traditional" skill test between the combatants, but then damage is calculated by taking a random amount from the weapon (plus strength bonuses plus "left over" points from the skill test) which is then reduced by a random amount based on the armor worn (so armor reduces damage, instead of changing "to hit").


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