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[LFP] Iron age fantasy, easy to learn RPG

Campaign: Sandbox-feel campaign set in Roman-like times with a few fantasy elements thrown in for good measure (sorcerors, dragons, hobbits and giants).&nbsp; PCs play as movers and shakers, in a position to save or destroy the world's first empire. "The Mistress pushes forward into the candlelight.&nbsp; Each co-conspirator waits intently for her, silent until now, to speak.&nbsp; She leans over the map on the table and says, 'my lord agrees.&nbsp; It is best for us to take the initiative while..."&nbsp; One of the bodyguard slams the door open, breathless, and huffs, "under attack!&nbsp; Take arms, and wait here."&nbsp; He hurries off, slamming the door behind him, which fails to latch and creaks open.&nbsp; Everyone in the room eyes each other nervously, and two short shouts of pain are heard outside... Game system: Modos Rolepaying Game.&nbsp; A light-rules, free, core system that breaks most rules into three small modules (core, characters, and conflict).&nbsp; Characters have three attributes, design your own classes, and add hero points for heroic results.&nbsp; An action-based combat system lets players break free from turn-based initiative. <a href="https://modos-rpg.obsidianportal.com/" rel="nofollow">https://modos-rpg.obsidianportal.com/</a> Meta: Weekly game, Sundays at noon (Mountain time).&nbsp; Roll20 works great for this system, with abstract positioning and three damage pools per character.&nbsp; We'll try to keep things focused on the game with an enforceable code of conduct, and text-only communication to eliminate background noise and bad acting :) <a href="https://app.roll20.net/lfg/listing/22250/the-empir" rel="nofollow">https://app.roll20.net/lfg/listing/22250/the-empir</a>...
What does play look like?&nbsp; Glad you asked. Like in most roleplaying games, players describe what their characters do until the GM thinks that the player won't achieve his intended result.&nbsp; At that point, the GM decides on a difficulty that the average person would face in the same situation - easy, challenging, difficult, arduous, or impossible.&nbsp; Each step after easy adds 4 points to the GM's difficulty contest.&nbsp; The GM rolls a d20 and adds the difficulty, while the player rolls a d20 and adds a relevant attribute bonus (physical, mental, or metaphysical) and skill points if he has training or experience.&nbsp; The player can also add a d6 roll, called a hero point, if the situation involves something that makes his character heroic.&nbsp; The higher result gets a favorable outcome, or Pro, and the lower result gets an unfavorable outcome, or Con.&nbsp; The player then describes how his character acts, and the GM describes how the world responds. When one roll won't resolve a conflict, the GM begins an extended conflict with a phrase of his choice (roll initiative, alarm alarm, draw steel, etc.).&nbsp; Players then use attack contests to make progress, and defense contests to thwart progress.&nbsp; In combat, progress is measured by damage.&nbsp; In other conflicts, progress is measured by the number of skill points that characters have in skills relevant to the conflict.&nbsp; But when you boil it down, you use actions to make attacks, and attack Pros let you roll progress toward whatever your goal might be. One feature that speeds up the game is called Take Half.&nbsp; Whenever you'd like to skip a roll, you just say that your result is half of the highest number on the die.&nbsp; The GM can do this as well, so it's wise to take half only when your contest bonuses are higher than your opponent's. Another time saver is the Posture system.&nbsp; You don't need to count squares as you move your character across a map, draw lines to see if you have line-of-sight or cover, or spend time setting up tiles or map drawings (unless you want to).&nbsp; Your character starts combat in Offensive posture by default, and can take Defensive posture with an action, as long as conditions exist (like cover, blocking allies, etc) for it.&nbsp; Characters in defensive posture deal half damage with close-range weapons and take half damage from close-range weapons. Have questions?&nbsp; Just ask!