Hello d20.
Goodbye d20.
As much as I love d20 variations (got to stealth-advertise True20 at this point in time, really nice system) and as much as College of War has always had a d20-based system, I am sort of sick of the huge randomization of the basic game mechanic. It fits some styles of play, but has no place here. To be honest, in the previous versions, rolling the d20 has been to check if the 5% critical happens or if the 5% something goes horribly wrong.
Now, I love throwing dice. I love throwing a lot of dice. With this in mind, and looking at the character’s stat range of 3-24 (with anything over 18 being “heroic”), the nicer way, in my mind would be to roll the 3d6 and add bonuses to that. However, getting a critical success (18 in this case) on that system decreases dramatically to something like 0.5%, same goes with critical failure (3 in this case). That is a bit “not-fun” — critical successes and failures are fun. So to ease the situation quite a lot, critical successes and fumbles are acquired by “box-cars and snake-eyes” -mechanic - double sixes equals a critical success, double ones equals a critical failure. This raises the probability in a standard situation to a bit.
To further make heroic successes happen, characters get a bonus dice from their stats and skills, usable in situations when the players want to make the stuff they’re good at not suck because of bad dice. Characters with a stat higher than 13 get a single bonus dice, higher than 18 another, higher than 23 yet another, and so on. For skills, the limit is 5+, 10+, etc. These bonus dice are usable only once during a period of time (depending how heroic you want, it can be once a session for high-epics feel or only a couple of times during the campaign for a more gritty look on things). Also some other things give bonus dice in the character creation and during the play. In a single roll, a player can use a single Bonus Dice.
And as a negative version of this there are Minus traits from horribly bad stats (one for lower than 9, or two if you actually got 3 in a stat) and players get to pick other negative traits for their characters to use. These “minus dice” can be used in any contest where the players feel that their negative qualities prevent them from actually putting their best effort in. These die can be used by players to regenerate the bonus die for later use.
In addition to the bonus die, skills and statistics provide the standardized pluses and minuses to the rolls - want to run a 100 meter dash? Add your Strength Bonus and Running Skill to the roll. Want to run a couple of miles? Constitution + Running. What snake of the 5 is the one that isn’t poisonous? Knowledge + Biology, or maybe Intuition + Animal Handling if you don’t feel that confident in your knowhow. The bigger total you get, the better.
In the strictest situations there will be limitations like “if you want to do this, you need 20 or more as a total”, but more of the situations will be the type “with your stats/skills, this is within your capabilities, please roll to see how well it goes”. Strict rules usually cause the narrative to degrade, rules that only give guidelines to the situation help. Using bonus dice in a scene will always call for an explanation, even if it will be as simple as “You call that a spirited horse? You should have seen the ones we had at the home ranch! I’m using a bonus dice from Animal Handling in this check.” or as long-winded as something that calls for a specific flashback scene. Either way, more than “Animal Handling +5, Wisdom -3, Will use Bonus Dice” is said.
Will get to character generation at some later point, hopefully with a Character Sheet sample.