I could not help myself- all this gibber- jabber has me on a DND bend and I dusted off my half repainted pre-painted dnd minis and after a little knifework and liquid green stuff have them based and ready for painting. I also pushed a couple of the Ral Partha official AD&D minis up the queue to sate my grognardia. Lesser golems, golems and a chimera. Great sculpts, sadly the moulds where apparently destroyed when TSR went to WOC. Shame that.
Now completely off topic in response to a skulldred rpg.
So I have to confess I am now mentally poking around with an rpg system. Once something creative gets into my head its very hard to shake. Fortunately with Skulldred beta 3.3 going into testing I have mental space and time.
The thought process so far is to make an 0ed module compatible system in terms of spells and equipment prices, but gut the core D20 system entirely in favor for a clean, easy D100 'roll under stat' system using the face value of the dice as quality rating and double digits as double strong hits (11,22,33,44 etc). Rolling exactly your target number is a critical hit, rolling 100 a critical fail.
That means no roll-modify or subtract dice from target for quality. At a glance results.
Reading dragons at dawn, Dave Arneson seemed in favor of percentile systems originally so its kinda true to spirit. Regardless of the big mans opinion though, my rpg groups really loved them- it gives you an easy to visualize odds, and modify then roll under gives immediate results the moment the dice hit the table. Great for cheering players when the halfling makes that 02% chance jump!
Weapon stats bug me- if I like maces, but axes do more damage, well I have to buy an axe. I want to fix that with having all weapons simply give a bonus to your combat chance depending on their quality.
Damage is the first digit of your quality roll (eg 35 = 3 hits), with a minimum of 1 hit caused. Double digits and a critical roll doubles hits (22 =4 hits).
Therefore better weapons equal more hits, more crits and ultimately more damage.
Casting a spell drains your mage by about 5%, so the more spells you cast the weaker your chances of casting get. Perhaps you can strike otherworldly pacts for more power. No vancian magic for me.
Hows all that sound so far?