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First Thoughts
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Donjon Variant
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Topic: Donjon Variant (Read 380 times)
MacLeod
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Posts: 216
Donjon Variant
«
on:
April 11, 2009, 10:37:51 PM »
Greetings, I am Matt.
So it seems the whole point that I registered here has been foiled cuz the CRN forum is in the can.
I'm not sure exactly where to post this so I decided to plop it in here. I apologize if this is the wrong thing to do. x_x
I've been looking for a way to make Donjon more playable because I love a lot of the systems... Here are my initial ideas; capping dice pools at 10, standardizing 3 Flurries per Round, static damage and damage resistance, more flesh wounds (now called Hp for ease of understanding), changed some terminology, facts are important in combat, Level Ups are less potent, magic is slightly more difficult to abuse...
The problem is, I need someone to bounce these ideas off of... This is the
extremely
rough copy of my ideas.
http://www.mediafire.com/?sharekey=055497256212c1c5a0f2f20c509059d9e04e75f6e8ebb871
Regardless of what is stated in this PDF, I intend on using a deck of cards numbered 1 through 30 to determine Turn Counts... I like this idea much better.
Anyways... I'd appreciate any and all feedback on what makes sense, what should be changed and what can be added. Thanks in advance!!!
Logged
~*/\Matthew Miller/\*~
MacLeod
Member
Posts: 216
Re: Donjon Variant
«
Reply #1 on:
April 11, 2009, 10:43:24 PM »
Oh, and here is the little... sort of hilarious Party Sheet that I'll be using when I go to play test my ideas.
http://www.mediafire.com/?sharekey=055497256212c1c5a0f2f20c509059d9e04e75f6e8ebb871
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~*/\Matthew Miller/\*~
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