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(+3)

Alright, I've got my game uploaded so now I have time to actually talk about it.

The game I made for this was Dragons of the Western Shores, which is basically a 40 page attempt to recreate the appeals of a certain d20 fantasy game without having some of the issues I dislike with it.

There are a couple changes. It's player-focused, one-roll resolution, d20-only (no other dice!), and has more options for character and item customization. Characters are built from Aptitudes, which are a blend of attributes and skills, then gain Specializations and Domains as they increase in power. Domains unlock Abilities, powerful rule-bending options that let players customize their playstyle.

I've started from scratch around a narrative core, with a focus on giving players an opportunity to roleplay and adventure without obligatory combat (though there's plenty of that if you want it). Each Domain functions a little bit like being a spellcaster, having ki points, etc. in more traditional d20 systems, opening the pathway to loads of special abilities and providing point pools used to fuel their use.

There is a lot more focus on the mechanics of adventuring, such as gear maintenance, but this tries to go as quickly as possible. The goal is to discourage wanton violence and encourage using helpers and taking advantage of civilization when it's around. If you're an adventurer, you need to think about travel considerations and pack accordingly, without having a complex encumbrance system that's bothering you over picking up every little thing.

The system is fairly simple: it's a roll-under mechanic, with your result providing a boost to the effectiveness of your results. Combat uses range bands instead of a grid, allowing you to track each character's position as a number. Characters in the same range band join a formation, allowing them to defend more easily and providing potential bonuses.

Content-wise, it's a little "light" with a lot of options but very little room for advancement. Since a lot of abilities and actions scale with Aptitudes and Domains, this isn't necessarily a huge problem, since you can still become more powerful, but my next goals are to work on spellcasting, making a system for characters who have access to various schools of magic to learn specialized spells by extending the current ability mechanics. Right now this is handled using tests and GM fiat or a couple of options under the ability itself.

Other focuses include expanding armor and gear options, potentially rebalancing the Aptitudes and Domains, and who knows what else. The setting is borrowed from one that I've worked on for years, but is looking at a part of the world that hasn't gotten much attention before.