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Sam's Notes of The Professors Videos
Sam's Notes of The Professors Videos
GOALS
o Have fun.
o Maximize playing time and minimize player down time.
o Create a more narrative and collaborative driven game yet stay true to core D&D.
OBJECTIVES
o Eliminate player “turns” and “action order” where possible.
o Create more opportunities for players to act, take action and be impactful to the story and the
mechanics at anytime during the game.
GENERAL
o Use Natural Language when describing your characters action and be specific.
o No feats, proficiencies, no prestige classes, no class features.
MOVEMENT
o Used for combat only.
o Three rings of distance: “FAR, NEAR, CLOSE”.
o On you turn, you can…
Move two rings.
Move one ring and attack/action.
Defensive withdrawals assumed.
No attacks of opportunity unless the scene specifically requires it.
COMBAT
o No multi attacks, 1 Action per round
o Roll a d20 to hit a known AC.
o Critical miss on 1. Story based results.
o Critical success on a natural 20. Story based results.
DAMAGE
o All normal/medium edged weapons are d6+Stregnth Modifier.
o Dagger, knives and small one hand weapons are d4+Stregth Modifier.
SPELLS
o Roll a d20 to cast
o Spells that deal damage scale from d4 to d12 – the higher the better.
o Critical failure of the spell on a 1. Story based results.
o Critical success on a natural 20. Story based results.
SKILL CHECKS
o Describe what you want to do.
o DM decides 1. If a roll is needed for the task 2 if yes, assign a general DC of the task.
o PC making the check can state why the difficulty would be lower for them specifically.
o No crit fails and no crit successes on skill checks.
CHARACTER CREATION
Choose a race, a profession, ability scores, a class, motivation questions to inform personality traits and a
possible catch phrase.
RACE
o Human
PROFESSION
o Choice informs his/her skills and specialty knowledge.
ABILITY SCORES
o “Net +7” Standard Array Options (1d4 or pick and place in any order)
+3 +3 +3 +4
+2 +3 +2 +2
+2 +1 +1 +2
+1 +1 +1 +1
+0 +1 +0 +0
-1 -1 +0 -2
CHARACTER ADVANCEMENT
o No Multicasting.
o Advancement is narrative. In game actions and experience will inform a logical advancement choice.
As he/she advances in level the easier the things they try get (lower DC’s).