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Woodwoes

Homebrew OSR-like System Mechanics

Mar 24th, 2019
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  1. 1. Character creation will involve four aspects: race, class, abilities, and traits. Your class acts as the base experience. Traits can increase or decrease the number of add-on XP required to level up, with the amount determined by taking traits that can either be a detriment, a boon, or both. Melee classes (fighter, thief, ranger, etc.) can pick up a maximum of 8 class based abilities that they can choose from. Magic users (wizards) can pick up to 5 beginner level spells starting out. Hybrid classes (cleric, druid) are limited to only a maximum of 3 class based abilities and can only pick 3 spells at the beginning. You roll your stats (Str, Dex, Con, Mind, & Chr) and pay attention to your modifiers. Special races will always have certain traits that take up slots.
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  3. > 2. Abilities and spells are activated by ability points (AP), which is determined by the modifyer of your class' prime stat(s). Each ability or spell cast uses up one AP, regardless of level. Wizards with multi-level spells can spend an additional AP to overcharge casting a spell to the next level. You roll Mind to see if you can hold it enough, else the spell fizzles out and you gain some sort consequence. Melee and hybrid classes recharge their AP after every rest, while wizards recharge their AP after every day. Consumables, however, grants AP depending on the quantity, quality, and if it was made by someone close to you. Melee classes start off with one/two abilities at level 1, every other level increase gives you access to two more abilities, and max cap stops at eight. Hybrid classes have access to three abilities at the start but are locked in from then on, can only choose three spells per level rather than the wizard's amount (I dunno what's standard in OSR), and cost more XP to level up. You can gain more abilities by wearing magic clothing, but it won't grant you increases to AC or DC.
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  5. > 3. Health uses two different mechanics: Endurance and Wounds. Your Endurance is your standard hit points granted by your class' hit die. Wounds are the number of wounds you can take after your Endurance runs out, which is modified by your Con stat. Endurance always goes up, but your Wounds stays the same unless modified by something.
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  7. >4. Combat, likewise, uses two different mechanics: armour class and dodge class. Whether an attack hits you or not is determined by your dodge class (DC), which is a base number plus your deterity modifyer and other mods like spells and magic equipment. If you're hit, your armour class (AC) determines how much damage is reduced by a base number plus your Con modifyer and other mods like spells or racial natural armour.
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  9. >5. Bonds are important characters your PC is involved with on varying levels from being best friends to becoming intimate. Spending time and doing activities with your Bonds grants you bonuses to AP, Endurance, Wounds, or rolls according to the level they're at. These bonuses might come in the form of gifts or consumables they give you before heading out to do your adventuring. Taking time to max out your intimacy with a Bond by a mixture between interaction and questlines will gain you bonus XP.
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