Some major changes have been made to the core dice mechanic. Instead of a step die system, I have decided to simplify things completely and change the system over to a d20 roll where 1/2 level is added along with an applicable modifier.
1d20 + 1/2 Level + Skill Modifier
That is the base mechanic for every single roll. All rolls are made against a Target Number or Opposed Roll. That's it.
My main idea in designing this system was to make it super simple and easy to play so that the focus could really be centered in interaction with other players and NPCs. While conflict is handled through dice rolls, much of the game is narrative centered as a by product of this ultra simple system.
I have also simplified the skills list from an open system to a defined set of 14 skills that incorporate everything needed to define a character. Each skill will have a modifier which is added to the 1d20 roll. This has further streamlined the overall system of Far Away Land.
It must have been fate that I stumbled across my old one page system when I did. Looking at the simplicity of that system and how easy it is to pick up and play really influenced my decisions to change various mechanics in recent weeks. The step die system was fairly complex and required a lot more explanation and walkthrough as compared to this roll + level + modifier system. Also, by simplifying the dice mechanic, I have been able to add greater depth to combat without having to use up page upon page of rule explanation to show how the system functions.
Finally, the spell system has been overhauled and is in play test. Everything has been simplified and made easier to play. I have also added a Powers system that can be used in race creation. Basically, you can have super powered medieval fantasy characters with all sorts of insane abilities. I'll talk about this some more later…
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