First Why this System? Answer, it is for Players who want the action to flow quickly, imaginatively, and to the point. As a round of Action progresses players are not having to slow the game to a crawl while they use bonus actions, special rules and character actions, re-roll dice, number crunch, and lose the immersion. Simply put this keeps the players ready, not waiting for 3 or 4 minutes for their next turn in a round. A Player describes his action as, "Grundar, slams his warhammer into the knee of the giant, hoping to buckle it with a crunching blow", makes a simple roll (1d20+STR+?) on a Hit the DM replies, "The huge humanoid, roars in pain and his knee buckles causing him to lose his balance" The Damage in this example is applied and the fight continues. Total for this player's turn would be about 5 seconds. What was lacking there are things like, "I will now use my Bonus action with the Bard's Inspiration, and the Cleric's Guidance, to Attack again, now another 3 Dice Rolls are made and the action described has nothing to do with anything but crunching some numbers, where does the player's imagination come in... Summary: System draws from many different FRPGs, including Pathfinder, 5E, Dungeon World, and earlier versions of Dungeons and Dragons... In this system every attack, check, or save is based entirely on the Abilities of the characters. There are no levels, advancement is through increasing ability modifiers. There are no ability scores only the modifiers. These modifiers are used with a d20 roll. The only other dice used by the players are d6's, they are used for damage, healing, spell effects, etc. Character creation: First players select a Race from the following choices, the races are slightly different from each other, but no race has any advantage over another. Dwarf: Beginning Abilities: STR -1, DEX -1, CON 0, INT -1, WIS -1, CHA -2 Dwarfs can see in the dark. They cannot be poisoned. Elf: Beginning Abilities: STR -1, DEX -1, CON -2, INT 0, WIS -1, CHA -1 Elves can see in partial light. Elves cannot be affected by Sleep or Charm Spells. Halfling: Beginning Abilities: STR -2, DEX 0, CON -1, INT -1, WIS -1, CHA -1 Halflings can move through spaces occupied by other creatures without penalty. Lucky Reroll d20 Rolls on Natural 1's, except Attack Rolls. Human: Beginning Abilities: STR -1, DEX -1, CON -1, INT -1, WIS -1, CHA -1 Humans get no special abilities. Once you pick your race you modify the ability mods by adding 6 points distributed however you want, keeping in mind the class you will want to choose. Once you divvy up your 6 points, figure your hit points. Hit Points: 6 + CONd6, that is roll a d6 for each CON point. If your CON is -1 or 0 you start with 6 Hit Points. Then Pick your Class, classes allowed are: Cleric: Clerics can Turn Undead, and Cast Healing Spells, their AC is 15+DEX, their Melee Weapons do STRd6 Bludgeoning Damage. Fighter: Fighters, their AC is 17+DEX, their Weapons do STRd6+1d6 Bludgeoning, Slashing, or Piercing (choose one type). Fighters get a +2 on All Melee Attack Rolls. Paladin: can Lay on Hands (Heal 1d6 by Touch as an Action) their AC is 15+DEX, their Weapons do STRd6 Bludgeoning, Slashing, or Piercing (choose one type). Paladins get a +2 on All Melee Attack Rolls. Ranger: can Track by Using WIS checks. Can communicate with Animals. Their AC is 13+DEX, their Weapons do DEXd6 Slashing, or Piercing (choose one type). Rangers get +2 on Ranged Attacks and +1 on Melee Attacks. Rogue: can Interact with Traps and Locks. Get to Sneak Attack for 1d6 when ever they Attack an enemy that is Already Engaged with an Ally. Their AC is 13+DEX, their Weapons do DEXd6 Bludgeoning, Slashing, or Piercing (choose one type). Wizard: can Cast Arcane Spells, they must create their own Spells (see Magic System), their AC is 10+DEX, their Weapons do STRd6 Bludgeoning, Slashing, or Piercing (choose one type). After choosing the Class you can re-adjust some of your modifiers if you choose to. Advancement: Experience is NOT used, Gold is. You simply trade gold for increases in your ability modifiers. The way it works: 100 + 100X(the next Modifier) see the examples: If you want to raise a -1 to a 0 cost is 100 +100X0 so simply 100 If you want to raise a 0 to a 1 cost is 100 +100X1 so 200 If you want to raise a 1 to a 2 cost is 100 +100X2 so 300 And so on.... Universal Difficulty Challenges (DC): Each encounter area or scenario has a DC, that is used for every check, except Combat, in that area or scenario including all Spell Casting... Movement: All characters can Move 30 feet per round, you move part of your Move, do your Action and then continue your Move. There are NO Bonus Actions unless they are granted during game play by the DM. The actual game is played in Rounds or Turns. When the DM asks what your Character is doing anytime you should have an answer of some kind. During Combat Rounds you try anything you want with your turn, the DM will make an AdHoc ruling if it is outside standard Actions. Magic: Spells mostly fall into three types, Damage, Protect, or Alter Reality. The DM must by diligent in ruling on Spells but there are a few rules. Wizards make up their own Spells using their imaginations. Any Spell no matter what it does requires an INT Check against some Target or DC if you like. Damage Spells can use different types of Damage, the Wizard chooses his type on Character creation, choose one Fire, Cold, Sonic, Force, Acid, Electric. Wizard Spell Damage does INTd6, for a Spell where the Wizard touches the Target, you Sacrifice one Die of Damage to Make it a 30 foot Range Spell, sacrifice 2 Die to extend it to 60 feet. Wizards can sacrifice a Damage Die to add a Condition (the conditions get saving rolls but the damage does not), some conditions: Knock Prone, Stun, Hold, Blind, Silence, Push, Disarm One Weapon or Shield, etc. DM will have to make AdHoc Rulings on these and the things the players will certainly want to try. Some Examples Might Be: Wizard, for our examples we will say he has an INT of 3. Magic Missile: Three Missiles at Touch Range each missile does 1d6, or Two missiles at 30 feet, or 1 Missile at 60 feet. Mage Armor: Cast On Self only, Increase AC 1d6 (only) Death, Dying, Healing: Any damage that reduces you Character to below 2 damage stops at 1, you have one Hit Point you take either an Action or Move but not both, if you take anymore damage you are reduced to 0 Hit Points and fall unconscious, On your next Turn you roll 1d6 and take that as negative damage, at this point only another player can save you. Each round or turn you are below 0 you must roll another d6 and take that damage, once you reach negative your Hit Point Total you are Dead! Any Healing brings you up to 1 Hit Point no matter how far down you were or How much damage was healed. Healing: Only Clerics can Cast Healing Spells, normally they can Heal WISd6 Points of Damage by Touch, they can Sacrifice 1 Die of Healing to Cast from 30 Feet Away, Sacrifice 2 Die of Healing to Cast from 60 feet away. Paladins can Lay on Hands by touching the victim this Heals 1d6 period... Turning Undead: Cleric can Try to Turn Undead by Rolling WISd6 Hit Points of Holyness. Turned Undead cannot come with in 30 feet of the Cleric. Or the Cleric can Choose to Destroy One Undead by rolling WISd6 and getting an amount greater then the Undead's Hit Point Total... Languages: You will always know the language of any member of your party, if there's an elf in the party everyone knows elvish, if there are no elves then no one knows elvish. In addition you can know 1 extra language for each INT point you have. This is the system in it's Alpha, rudimentary, stage. I would like to see how it actually plays by having a few Test Sessions, if you would be at all interested in participating please send Ajax a Private Message or Comment here, Thank You. A test session would be a One Shot adventure... -Ajax  Submit Post