It starts here the explanation of the Endless Ways Fantasy RPG Rules System. With these articles I will try to expose in a brief way the various mechanics present in the Starter Version of this RPG system.
The first thing that a player of Endless Ways will notice is that the system only uses 6 sided dice or in RPG language the “d6” and you may ask, why? We like to roll strange polyhedron dice! Well this system was created with its main purpose being to simplify things, not with the intention of reduce but only to simplify the mechanics inherent to a Fantasy RPG and so I started with the first RPG mechanic, the dice, in this way the dice will be one less problem for someone to start playing RPG because anyone can ransack dice from old or obsolete board games and reuse them.
The presentation starts with the creation of characters.
The creation of Characters involves 6 steps and a 7th optional one
Step 1 – Roll Activity
Step 2 – Roll Attributes
Step 3 – Roll Race
Step 4 – Roll Virtues and Flaws
Step 5 – Choose Class
Step 6 – Roll Luck and Hit Points
Step 7 – Height/Weight/Age
As you can see from the steps above the creation of an Endless Ways character is mostly random, never the less there is the option for the Game Master to transform all the randomness in choices, but I think that it can be an encouragement to more improvisation because lots of players enter the routine of always choosing the same class and the same race.
There are two ways for defining the profession, first way is by a simple choice, the second way its determined randomly, for that the player will need to roll 7d6 and the result will be checked on a table with various medieval professions that will give the player 3 things, his starting equipment, his starting gold and most important the class or classes that the player can choose. For instance the Miner can only choose to be a Fighter, but the Merchant might choose to be a Fighter or a Thief and a Friar a Cleric or a Mage.
If the player chooses the profession and does not use a random table, the chosen activity still defines which class or classes the player may choose.
Again this mechanic was simplified and the attributes were resumed to 2 groups, the Main Attributes and the Secondary Attributes. The main attributes are Fortitude (FOR), Dexterity (DEX) and Mind (MND). The Secondary Attributes are Luck and Hit Points.
There are 2 ways of determining the main attributes and both are the classic 3d6 for each attribute or 4d6 discarding the lowest for a more accessible campaign, in both cases the player can choose where to use the values.
Another difference from most fantasy RPGs is that instead of the sum of the rolled dice being the attribute, the value will be checked on a table for a final value. For instance, instead of the Fortitude being 15 it will be 2 this final value will be used in all the system mechanics that need Ability Scores.
Hit points will depend on the Class and they will be added the value of the Fortitude.
Luck will be determined by a d6 roll and will be changed if the character is a Halfling or the character has the Virtue Lucky or the Flaw Unlucky. In the starter Version the Luck will be used to avoid Fumbles and to improve a roll, but the luck can run out if you use it too much and if luck is reduced to 0 all the roll will be penalized, although luck can be recovered in a “Karmic” way.
In the Starter version there are only 4 races to choose from; the classic races of Human, Dwarf, Halfling and Elf, each one will have racial modifiers and talents, as well as different sizes and speed. In the likeness of Profession, the Race is chosen or determined in a dice roll and checked in a table. The table can be modified to the reality of the campaign world or region from where the character is originated. For instance if the character originates from a region where there are no elves these are taken from the table and one of the other races, normally humans will increase its range.
The races will influence the Languages spoken. All of the races will know “Common” and its racial or region language. For instance, Durhlac is the ethnic/region dialect of the Kingdom of Fuinn which is a mixture of the ancient Pic dialects and the former occupier Athalan Empire.
Virtues and Flaws
Each character will again roll d6s and check the values on the tables of Virtues and Flaws. Examples of Virtues are: Athletic, Courageous, Attentive, and more. Examples of Flaws are: Somber, Bad sighted, Feeble, etc.
There are certain Flaws that are opposed to certain Virtues, for instance, a character can’t be Honest and Deceitful at the same time if so the Flaw has to be re-rolled.
Another part of character creation that is sometimes optional is these 3 plus gender and hair color. In Endless Ways it’s again used a fast way to determine these 3 characteristics. For Height it will be used a base height per race and added a dice roll. The weight is influenced by height, race and Fortitude. Finally Age is influenced by race. The mechanic is still in Meters and Kilograms so I will work on this mechanic at the time of the final translation.
Next post will be about Classes and Talents.