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More Vancian!

Here-in are a set of alternate rules for casting magical spells, intended for use with the Crude Roleplaying Engine, but adaptable to other editions.  Part of the idea here was to avoid the Linear Fighter, Quadratic Wizard (LFQW) issue which certain pre-fourth editions have been accused of. This material was originally inspired by Gorgonmilk's Memory Cell magic system, but eventually took a different shape here .  It was intended as a return to a more closely Jack Vance inspired magic system. Spells Spells are complex patterns of information which shift through multiple states, ultimately producing tangible effects in the mundane world. A spell can be created initially through inspiration of a magician's mind learned on a particular subject, or as an outgrowth of some supernatural creature's being.  For instance a godling may be able to cast a spell at will that is in affinity with its own nature. However, for most magicians the spell exists as a sort of ment...

The Fallen Lords of the Shash

The Lords of the Shash are monarchs and vassals of a bygone age, at once fae and undead.  They come from a hundred different cultures and the legends about them both abound and conflict.  They symbolize hubris, bravery against impossible odds, fatalism, war against fate, conflict with the natural order, failing of the natural order, the folly of excess, the vanity of worldly glory, the corrupting influence of faery, and a dozen other themes.  Some tellings have them once being human or of other ancient race, other stories claim the Shash merely ape the human form as do other fae. Sometimes they appear of noble bearing, but there is always some element of corruption or death about them.  This could be a wound that will not stop bleeding, a face pocked by active plague symptoms, maggots falling from clothing, arms and head bound as with burial cloth, colorless gray skin and raiment, listlessness and fatigue when encountering sites related to death and burial, partial...

Skills: Advancement System

These are the basic components of the Crude Roleplaying Engine skill use and advancement system: Competent Characters, Competent Players Player creativity and thoughtful investigation trump skill.  If a player suggests a course of action that is well within the character's ability then just let them do it, even if you think their Intelligence score isn't up to thinking it up.  If the player figures out something based on evidence that their character could possibly have seen then let them use that insight, even if the character's Wisdom score is abysmal.  If the player comes up with a well thought out way of socially engineering a social encounter, then let them succeed if it possibly could despite low Charisma. In short:  Given any typical situation, if the character has even a marginal chance of success then just let them get away with it. Think of it this way:  Don't make your players' attempts fail just because you think there should be a chan...

Skills: Existing Mechanics

And another thing:  Non-combat skills.  What's up with those? Throughout the editions of D&D skills have been handled in a lot of different ways, but something about them has always left me a little cold.  The way skills are handled varies by edition and, within some editions, by class.  Here's a breakdown of the main ways skills have been handled in the first through third editions: Thieves (etc.) - In most editions prior to 3rd, thieves and those who used thief-like skills got a straight percentile chance of success.  This chance of success increased automatically as a function of character level.  Personally I'm not the hugest fan of percentile type skills, but it makes sense that an adventurer using relevant skills would gradually improve over time, much like attack bonuses increase. Also, any system where the character's advancement can "max out" doesn't quite sit perfectly with me.  Not that I expect characters to routinely be advancin...

The Autocrat & The Secret Regulations of Desire

The Autocrat is one of the six Powers That Be whose existence widely believed (including, among others the Queen of Ravens and the Machine at the Heart of the World ).  He is known to the well educated magicians of the realms as the individual who created the Secret Regulations of Desire. In ancient times there were magical formulas which could translate any specific whim of a magician into reality at any level.  These formulas are variously known as Entelechies of the Will , Arbitrary Thought Instantiations , or more commonly "Wish spells".  In the heyday of the Wish spell's use, it was employed so freely that it changed reality on both vast and subtle scales.  As a result any attempts to determine the true nature of eras prior to it's use, based on the evidence available, is exceedingly unreliable. At one point the re-writing of reality is thought to have gotten particularly intense as various mages competed to make their vision of the universe dominant. ...

Initiative & Options

A character's base initiative modifier is determined by:  Dexterity modifier + Wisdom modifier At the beginning of combat this total is added to the roll of 1d20 to determine the order that each character's actions take place during combat, with higher initiatives going first followed by lower rolls.  Any ties are either assumed to take place at exactly the same time or, if such a simultaneous action would be impossible, then each party rolls 1d20 again as a tiebreaker. Characters with higher initiatives may hold their actions until later in the round. Option:  Round-by-Round Initiative Instead of rolling initiative once at the beginning of combat, and using the same initiative order every round, you may choose instead to re-roll each round.  This gives characters a chance to do better if they've gotten stuck with a bad initiative on the first roll. Option:  Speed Modifier This alternation is intended for use with round-by-round initiative.  With ...

Special maneuvers

Recording couple ideas I had on combat resources and other considerations for mundane combatants, culled from this thread , for future refernce: In this instance my own sense of verisi-simulat-emersio-reality would be better preserved if these sorts of things (and "sand bagging") got a special label like "tricks" and combatants got a chance to attempt each once per opponent (or per combat if all opponents are observing carefully) without penalty. Alternately (or additionally) some sort of "heroic exertion" system could be used to track how worn out a character becomes after each physically demanding attempt. And of course it's all just personal preference, but to me: Encounter/Dailies say, "You will not succeed at this task if you tried it once"; while increasing difficulty says, "Your chances are pretty slim, but if you think you can pull it off: Shoot the moon!" And Encounter/Dailies also say, "You can only ...