
My name is Andrew. For the last 11 years I have been running a homebrew fantasy setting using an old Roll 20 system by Palladium Books. (Ran 4 campaigns and finished them with a group of 6 players. Last years (2019) I ran 2 that finished.) To give you an idea, if interested, into the system I will describe certain things here. COMBAT AND COMBAT DAMGE: Everyone gets 1D20 to attack with, whenever they attack. As in most tabletop games. You add bonuses, where able, towards your attack roll. However, the defender gets to roll 1D20 to defend themselves. With adding their bonuses, if any. The higher roll wins. Where there is a tie, any player character wins that tie. (EXAMPLE: A player character rolls a 14 and the enemy rolls a 14, the player character wins the tie and hits the target.) If a player happens to fight another player character and there is a tie, the attacker still gets advantage. Upon a tie with a defensive roll, the attacker still gets the upper hand. Whenever casting spells, you do not roll any attack roll unless it is a ranged spell such as a fireball or requires a roll to happen. This sees if that spellwould miss or hit. Now whenever you get attacked, you roll a 1D20 plus any bonuses to see if you avoid taking damage. This includes attacks from spells, where able. Each player gets what is called ATTACKS PER MELEE in 1 round. (Round lasts 15 seconds) When making a character, you take a Hand to Hand feat. There are a few different Hand to Hand feats such as Assassin or Commando. Each one starts the player off with 2 ATTACKS PER MELEE per round. What this means is that you get 2 actions during a round, as the initiative order plays out. (Initiative is the same as most tabletop games. First highest goes first, to the last.) Your actions during the combat round can be the following: Move and attack Cast a spell Activate a power (All classes have powers) Use a skill (Skills are things such as climbing, swimming, ect that players can have. More on that later.) Hold action (Meaning, whenever your turn comes back around, you have the last action plus the current one.) Use a psychic power or ability (Same like a spell, except these are class based abilities.) Any action that may be thought of that is not mentioned. Such as running away. For attacking twice in 1 action during the round, it doesn't happen unless you held your action or you have a power or ability to allow you to do so. During an attack, a player character can also do a fancy maneuver such as entangle, counter-attack, and special attack. Entangle - You can grab a target and only a strength check can break out of it. You roll a normal attack roll to land this onto an enemy. From this point you can either flip, throw, or other maneuvers available towards that enemy. (Strength checks are used to break out, if you are entangled.) Counter-Attack - Whenever an enemy is attacking you, you can hit them back. If using this, nobody rolls defensive rolls as the attacks happen at the same time. Thus, each attacker deals their damage. The difference is, if you held your action for the round, and you counter-attack an enemy, and you kill it, the killed enemy loses their attack. This requires 2 actions per round to use. Special Attack - This can be anything from a jump attack to a running slide underneath an enemy's legs to slice them upwards. This is where your imagination shines. (DEX or Athletics checks may be required. More on that below.) As a defensive action, a player has parry and dodge : Parry - Simple defensive roll (1D20, plus any bonuses.) Dodge - Some things need to be dodged out of the way, however this requires that you have 2 actions left in the current round. Otherwise, that dodge can not be activated. As you are using a vital move to avoid a horrible fate. DAMAGE : Damage goes in this order when struck by a weapon, spell, or other source of combat damage: Armor SDC HP Armor - Armor pieces all have AP (Armor Points) like in a video game. When that number reaches 0 or less, it breaks. However, there are ways to repair armor. Such as going to shops and so forth. SDC - When a character is hurt, the damage is first subtracted from his or her S.D.C. points. S.D.C. damage is painful, but not deadly. It's like a movie where John Wayne gets shot, punches it out with three desperadoes, and when its all over, dusts himself off and says "Ah shucks mam, it's only a scratch." S.D.C. in action. It is only after ALL S.D.C. has been depleted that damage is subtracted from hit points. Hit point damage is serious, and potentially life threatening. HP - Health points. Whenever these drop to 0 or less, the character is unconscious and unless they receive medical attention, death saves must be rolled. As in other games, SDC and HP can recover over time with rests. Potions can also recover these points. Armor can only be repaired and does not regenerate over time. In combat each player character has an attack roll. (1D20) Now, with certain abilities or powers, bonuses are added, as in D&D. So there isn't much difference there between the two. Natural 20 roll deals double damage. Aimed shot with a natural 20 also lands dealing the same, double damage. (Ranged attacks calling an Aimed Shot prior to shooting.) SPELLS OR PSYCHIC ABILITY: In this game, there is what is called PPE and ISP. PPE is magic points and ISP is psychic points. Each work the same, just named differently. Whenever you cast a spell, let's say it costs 10, and you have 40 PPE, you minus 10 from that 40. Leaving you with 30 PPE. Think like in a video game you cast a spell and it minuses energy from your magic bar. ISP works the same way. Spells are straight magical powers that classes have. Psychic powers use mind to use their powers. Each point system works the same when using them. Whenever you roll up character stats, you roll 4D6 at level 1 and at level up for either PPE or ISP. (Depending on what type of source you may use.) SKILLS: Whenever making up your character, you choose 2 primary skills and 1 secondary skill. These skills are actions that you can do during your daily venture. Things such as climbing, swimming, disarming traps, ect. To succeed on these skills, each one comes with a Base Skill number. (EX: 25%) You use 2D10, calling high and low dice. (Say you pick red and blue. You call red high and blue low.) To pass the skill check, you roll these dice. As these are percentile rolls, they go by percentage results. So, picking red as high and blue as low, you roll an 8 and a 6. You got 86%. So, if the Base Skill is 25%, you failed the check as you rolled too high. You must roll equal or lower then that Base Skill total. As you level up, that number changes and goes up. Bettering your chances. Primary skills go up in level with you, as secondary skills do not. So think about what skills you want prior to selecting them. As far as the rest of the rules, that comes later. This at least gives you some idea to how the game works. Currently the campaign starts off in a bar, you are summoned by a White Necromancer as her works for the Council of Lawmakers. Each of you have a debt to pay in helping the council. Otherwise, you end up doing jail time. The job involves a cult that has been worshipping a dead lord. Rumor of her return spiked interested in investigation.