I like that idea. Yet what kind of ruleset are we looking at? I personally would like rules since it would keep things on track. But no rules could achieve that too... Hmmm... I'll just vote for ruleset.
I'm talking about a role-playing game system. D&D is the ruleset most people think of.
Except the one I'm making is NOT D&D. First of all, it has an entirely different set of character statistics, skills, attributes (I'll explain later), virtues, and traits. Here's a summary. PLEASE NOTE THAT THIS IS STILL A WORK IN PROGRESS AND IS NOWHERE NEAR COMPLETION. SECTIONS ARE PRONE TO NUMEROUS CHANGES. And no, I haven't worked out hardly any of the numbers yet, or the dice rolling systems and starting numbers for each character.CHARACTER CREATIONStatistics
Strength – Strength determines how heavy and strong a character can hit with a melee weapon, how much a character can carry, certain types of armor and weapons a character can use, and how well they can lift heavy objects and carry their weight when climbing.
Perception – Perception determines a character’s ability to sense things in the world around him: it affects a character’s sight, hearing, and taste, among other things. It also influences how observant they are, and how well they can detect another character’s reaction to them, or detect a lie, and also detect physical things like traps and hidden enemies or objects.
Endurance – Endurance determines a character’s hardiness. It greatly influences the number of hit points a character will gain at each level, as well as how many they will start with. It also determines resilience to the elements and fatigue.
Agility – Agility determines attack speed, accuracy with ranged weapons, and to a small extent movement speed. It also influences a character’s ability generally move well in the world around him.
Charisma – Determines a character’s social skills, such as their ability to intimidate, persuade, charm, or bluff. To a mild extent, it influences the main character’s physical appearance. It also determines a character’s ability to lead and affects store prices and NPC reactions.
Intelligence – A character’s ability to reason and figure solutions to problematic situations. Intelligence determines a character’s ability to use certain types of magic and spells, as well as how many skill points a character gains per level up. It also determines a character’s ability to comprehend things such as foreign languages, and is useful for a tactical character.
Wisdom – Wisdom determines a character’s common sense and spirituality. As a result, it affects the ability to cast certain spells, such as spells of Divine and Spiritual nature. It also affects a character’s ability to communicate with spirits, such as those of nature, or even with the gods. Wisdom is also important for determining a character’s memory span and other things.
Willpower – Willpower determines a character’s mental strength. It helps when resisting mind-influencing experiences, such as traumas, or mind-effecting spells. It also assists in resisting things such as brainwashing, mental torture, and, combined with Endurance, helps resist physical torture. In extreme situations, high Willpower helps a character resist insanity.
Luck – Luck determines many random elements, such as how often critical hits are scored, how well a character can win at gambling, or what quality of random items a character might find in a common container. In some cases, it will determine less random elements. However, unlike most rolls, Luck rolls are never displayed.Classes
Your class is determined by what paths you follow. Thus, in a sense, there are no ‘classes,’ merely names for each type of character according to their current abilities, levels, species, race, gender, and even their general alignment. There are many different class names in the game to fit each role your character might take up.
[I'm still working out a class list. This is hard to do because the way a class name is picked for a character is very versatile.]Skills
Skills are earned during your adventures. They are not increased at each level up, but instead are earned as you practice each skill. Skills are not to be confused with Abilities.
[lists for each skill are currently unavailable as I'm completely unsure as to what the skills are going to be named, etc. So here are the generic sections the skills will fall into:]Travel SkillsMind Skills
(I'll probably get rid of this one)Weapon SkillsFighting Style SkillsStealth SkillsWilderness SkillsMagic Skills (special)
(I'll probably get rid of this one, too)Speech SkillsAbilities
(I'm still not sure about these)
Abilities are talents your character acquires through leveling up and gaining experience in different skills. Having certain amounts of experience in certain skills will determine what abilities you are able to learn. Abilities are generic bonuses to certain fighting styles or special attacks. They are granted only past level twelve.
[No good examples are available as of yet]Virtues
Virtues are earned every three levels and are talents that your character learns through experience. They are in no way influenced by what skills you have been gaining experience in, unlike Abilities. They provide special bonuses to your character that cannot be acquired in another way.Examples:
Die Hard – You are a strong and enduring person, a sturdy soul not easily swayed from your ways and tactics – not to mention hard to kill. You gain +15% Universal Damage Resistance when your health falls below half. This virtue can be taken up to four times. However, at fourth level, you will only gain +5% Universal Damage Resistance, totaling up to +50% Universal Damage Resistance.
Ambidextrous – You have become equally adept with both your left and your right hand. You can now do things such as dual-wield weapons and use both with equal effectiveness. This virtue is passive.Traits
Traits can be taken only at first level, and represent certain elements of a character’s background and personality that affect them on their adventures.
[no good examples available as of yet]Primary Playable Species
Human – The most common sapient beings, humans dominate all but the harshest regions of the mortal realm. They are known for being entirely simple creatures with no natural magical affinity, and although one in every thousands of humans may be born with such affinity, they are viewed as inhuman and strange. In general humans are warlike and often seek adventure, though most all human societies fear such things as magic and monsters.
Dwarf – Dwarves are short and hardy folk that tend to live near or under mountain ranges, though some may live in highlands farther from the largest peaks and still others live in foothills. They are naturally magical, but they tend to favor weapons over spells when going into battle. Most dwarves do not wander far from their home and clan, but some will nonetheless leave for a variety of reasons. In human society, even a single dwarf-made item is expensive, for humans are not only impressed with their strength and toughness, but are fascinated by the dwarves’ perfection of craftsmanship.
Elf – Elves are generally shorter and weaker than humans, but they are known for their dexterity and innate magical abilities. Fair and elegant, elves have often fascinated humans with not only their ways and magic, but with their appearance as well. Like most other magical races, however, elves tend to avoid humans and their settlements, for they prefer even more than dwarves to be left alone. However, since most all elves are close to nature, they have a tendency to not stay in one place for too long, and some elves may even wander far from their homes.Races
Westerner – More commonly known as Imperials, Westerners are a diverse race of humans native to the Western region of the world, which is now known as the Empire. They have light skin and can bear a wide variety of hair and eye colors.
Northerner – Called barbarians by most Imperials, Northerners are native to Northrim, the Northwestern region of the world. Like Imperials, all Northerners are light-skinned and also like Imperials they have a variety of hair and eye colors, though Northerners tend to have light hair and eyes. Northerners are generally taller than Imperials.
Southerner – Men from the Southwest have darker skin than those of the northern regions. Their hair and eyes are also always dark.
Easterner – Men of the Eastern regions also have light skin, though it is of a different hue than that of Westerners. However, they have dark hair and dark eyes.
All human races have a subrace called Gifted.(NOTE: One particular thing that may be subject to change later in the creation of the ruleset is the Stat high\lows for each race.)Dwarf
Mountain Dwarf – The most common type of dwarf, mountain dwarves are so named because their clan-halls usually rest at the foot of a mountain. They are the most human-like of the dwarves in nature (as well as in appearance, since female mountain dwarves almost never have beards) and trade with them the most frequently, and thus can be found somewhat commonly in human towns, although they rarely actually live there. Many humans view them as greedy, however, because of their tendency to hoard great wealth in their mountain halls. Mountain Dwarves stand about four feet tall and have light eyes and red, blonde, or brown hair.
Mountain Dwarves receive +2 Endurance but -2 Agility.
Deep Dwarf – More reclusive and mysterious than the mountain dwarves are the deep dwarves, who dwell far underground, near the very roots of the earth. Although they are usually shorter, uglier, and even less friendly than mountain dwarves, they are not shunned or hated like dark elves. Humans find them more repulsive, especially their often heavily-bearded women, but mountain dwarves trade with them quite frequently. In many cases, while mountain dwarves are the ones to craft beautiful suits of armor and weapons from these metals, the actual Deepsilver, Deepgold, and Void Iron ores they use are originally mined by the deep dwarves. Deep Dwarves are about three and a half feet on average, and their hair is always dark, though their eyes are paler than those of Mountain Dwarves.
Deep Dwarves receive +2 Endurance and Perception but -2 Agility and Charisma.
Hill Dwarf – Commonly considered the “least dwarf-like” of all dwarves, hill dwarves are a relatively peaceful people who live in small grottoes dug into the dirt of grassy knolls, rather than deep tunnels under stone. Although one might expect them to be more commonly seen than mountain dwarves as a result, the opposite is actually true, and hill dwarves are experts at remaining hidden. Also, their preference of farming over craftsmanship leaves them with less to trade with humans, although they do sometimes trade food for tools and weapons with the mountain dwarves. Humans still see them as greedy for hoarding their plentiful stocks of grain. Hill Dwarves are three and a half feet tall on average, their hair is usually earthen colors, and their eyes are usually brown or deep shades of blue and green.
Hill Dwarves receive +2 Endurance and Dexterity, but -2 ??? and -2 ???
Sea Dwarf – One of the rarer types of dwarf, sea dwarves dwell in rocky coastline caverns and are at home where sea-mist and the smell of salt-water fills the air. They worship Njord, the Nordic god of the sea, and are rumored to build great armored ships that can submerge beneath the waves, disguising them as giant, monstrous sea turtles. They are a little taller than most dwarves in general, and tend to be more nimble and dexterous. Sea Dwarves are about four feet or a little bit over, and their hair is not unlike those of Mountain Dwarves, though it is usually more of a greyish shade. Some are even born with grey hair, and their hair may sometimes have a slight green or bluish tint. Their eyes are sea colors such as blue, green, and grey.
Sea Dwarves receive +2 Endurance but -2 ???Elf
High Elf – The “purest” of the elven races, high elves were some of the first beings created by the Vanir, and possess far longer lifespans than any other mortal creature. In fact, none has ever been known to die of mere old age, some living for thousands upon thousands of years, adding to their great wisdom with each passing century. Reclusive and aloof, they seem to consider other beings beneath them… which, perhaps, they are. High Elves usually have golden, reddish, or brownish hair and bright blue or green eyes. Though most are a bit shorter than humans, they can often reach – and sometimes even exceed – average human heights.
High Elves receive +2 Dexterity and Charisma but -2 Strength and Endurance.
Wood Elf – Perhaps the wildest and least “civilized” of the elves, wood elves enjoy frolicking and merriment to the stern stoicism of their high elf and night elf cousins. Dwelling in the treetops in well-disguised homes, they form small tribes and frequently move from place to place, seldom building thriving settlements or large towns. They have significantly longer and more pointed ears than high elves and generally more acute senses. They are perhaps the most nimble of all elves, climbing from tree to tree and using their bows with great skill, but lack the strength and endurance of other elves. Wood Elves are much shorter than humans on average, and their hair is typically brown or some shade thereof, such as dark blonde or even almost black, and their eyes are always bright, though they range from green to hazel to brown.
Wood Elves receive +2 Dexterity and Perception but -2 Strength and Endurance.
Night Elf – Dwelling in the deeper, darker areas of the forest, the night elves are the nocturnal cousins of the high elves, preferring the shadows and moonlight to sunshine. They have significantly longer and more pointed ears than high elves, due to their reliance on senses other than sight during the night (despite their acute night-vision), but otherwise appear mostly similar. Night Elves are only slightly shorter than most High Elves are, and their hair is always dark, ranging from deep brown to black, though it may be of a slight dark blue or dark purplish hue. Their eyes are always pale, ranging from blue to green and, sometimes, lavender. Their skin is paler than most elves’.
Night Elves receive +2 Dexterity and Charisma but -2 Strength and Endurance.
And of course I'm not anywhere near done yet, but there's a little example.