<div>Hi guys,</div><div><br></div><div>Aw, thanks for the nice comments. The base system I'm using is RuneQuest III (although I think I've tried to design a game that is basically emulating RuneQuest II.) I'm glad you like them! And, yes, they do need some tweaking and rewriting, and some of the trickier parts of the system are still being tested. I've also noticed that some of the rules are in a real sketchy form (and sometimes contradict themselves - like the Lore skill saying there's no racial lores, and then listing some.) I'll try and hammer it out. Certainly, feel free to upload away and mirroring it wherever you fancy. </div>
<div><br></div><div>An exploding d12 isn't quite the Hackmaster one, but along the same lines. For an exploding die whenever you roll the maximum, just roll it again and add it to the initial roll (so like the Hackmaster one, but without minusing one off of it. Not that this matters. If you fancied doing that, that wouldn't be a problem.) Unless it says otherwise, keep rerolling whenever you roll the maximum.</div>
<div><br></div><div>Cheers for the comments on the Downtime rules! They've worked out reasonably well. We are playing a smuggler's/ne'er do well campaign, where they are skimping and saving and basically every Downtime had to really crunch the numbers to make sure they had enough money to live off (including living on the pavement from time to time) so they have worked rather well. That's also why the section on illegal jobs is fairly big, as it was often those jobs that they were doing. I'm thinking that in future campaigns I'll likely use a variant on those rules. So for the Hsunchen campaign I plan on running (they're going to play Moose people!) I'll need something fairly different, as it's not as it beast people work as fishermen and traders. So there's a lot of room for bespoke downtimes depending on your campaign.</div>
<div><br></div><div>Magic item limiting has worked out really well. I introduced it at first because I was worried about the pyramid scheme of magic items. As you get more magic items you have to fight other people who also need magic items to defeat you. You defeat them, and take their kit, and now you have TWICE as many magic items. So the next guys you meet need to be a little bit harder, and you have YET MORE magic items. Etc. You can get around it in the original system by making just about every magic item have user conditions, or that kind of thing, but I think this works better - sure you get more items, but you can only use the best ones. I originally made it a limit of 10 items of any type, but as soon as we playtested the game at rune lord level (with a one off adventure) it became obvious to me that this would be a problem as then, when designing rune lord-type enemies I'd have to make tactical decisions about which 10 items to give them. I hate making too many tactical decisions (in my old campaign I'd spend ages and ages making the enemies, and trying to figure out what tactics to give them. Invariably, as there were 6 players and one of me, I made the wrong decisions.) So it's a lot easier to make enemies if you just haev to pick one item of each type and be done with it.</div>
<div><br></div><div>Nikk</div>