So I've been messing around with building my own D&D clone. I think I've got a working build right now, but it hasn't been thoroughly tested yet. So, here's my first long-term test: a campaign using the rules system. I have the game on a Google Drive, which you can access here: <a href="https://drive.google.com/open?id=0B6xWiiTF9vjEUEk2" rel="nofollow">https://drive.google.com/open?id=0B6xWiiTF9vjEUEk2</a>... Some notes: The game has four Classes: Warrior, Rogue, Priest, and Mage. Each Class has 16 Subclasses that can be mix-and-matched. Level cap is 20. Races consist of two Features each; a Primary and a Secondary feature. You can create a hybrid of two races by taking the Secondary Features of two different races. Class only determines your combat capabilities. Characters also choose an Archetype which grants noncombat abilities and some narrative abilities. No Skills. Instead I use 13th Age style Backgrounds. You will note that there is a document called "Races" and another called "Races_Redux." They have more or less the same information, but the Redux document features some beta powerblocks. I haven't settled on their formatting yet, and the basic Races document is the one I currently consider "official." The 6 Abilities have been replaced with 6 different Abilities: Brawn, Agility, Vigor, Spirit, Knowledge, and Guile. The distinction between Ability Scores and Ability Modifiers has also been removed. The Bestiary section is incomplete. I made a decent sample of monsters, but I'm hesitant to make more until the math has been tested a bit more The game's combat engine is meant to emulate 4e's tactical combat with "action movie physics," while the non-combat parts are more inspired by narrative-centered games like FATE and Apocalypse World Anyone interested, either send a PM or post here. I'm tentatively planning to run the sessions on Saturdays at 9pm EST