[TSGS] The Simple Game System, 2nd Edition

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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Elouin
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Re: [TSGS] The Simple Game System, 2nd Edition

Post by Elouin »

I made a little "Book" as a Character Sheet for Dead Cities. Hope i forgot nothing
The font i used for the "Handwriting" is: https://fontlibrary.org/en/font/ron-s-font
Image
Also i converted the Rules to A5 in size and printed them as a brochure and bound them with a cord.
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AlfTheRed
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Re: [TSGS] The Simple Game System, 2nd Edition

Post by AlfTheRed »

Question about magic and spells:
Casting a spell requires a skill roll
either versus a static difficulty of 4, or a skill
contest against the targets to avoid the spell.
Is the skill roll influenced by some ability like Clever or Wise?
If not, it would be very hard for someone to cast even the most basic spell.
Depending only on the magic skill, and being a +2 skill very rare according to the core manual, someone "very good" at magic would only roll 4d6.

Also:
Learning a spell takes one day per “step” and
requires a magic skill roll against the spell’s
difficulty.
Difficulty instead of difficulty steps? That could be impossibile.
Am I missing something?
Alfredo
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Solomoriah
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Re: [TSGS] The Simple Game System, 2nd Edition

Post by Solomoriah »

The magic rules might not have been updated for the 2nd Edition rules. I didn't write them, and honestly don't remember much about how they work.
My personal site: www.gonnerman.org
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AlfTheRed
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Re: [TSGS] The Simple Game System, 2nd Edition

Post by AlfTheRed »

Is the first edition still around? Maybe some tweaking could be possible comparing it with the new one.
Alfredo
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Solomoriah
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Re: [TSGS] The Simple Game System, 2nd Edition

Post by Solomoriah »

See attached.
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AlfTheRed
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Re: [TSGS] The Simple Game System, 2nd Edition

Post by AlfTheRed »

I came up with the following modifications for magic in order to make it compatible with 2nd edition.

MAGIC SKILLS
Nothing to change here, maybe add something about abilities like Clever or Wise? I don't know if it's necessary.

CREATING SPELLS
Subtract one point from every cost in the tables: now the spell costs go from 0 to 23.

PUTTING IT TOGETHER
Difficulty steps are now calculated dividing them by 4, not by 6.
The maximum number of steps is now 6, just like the amount of dice rolled by a Very Clever person with Evocation+2, for example.

LEARNING SPELLS
The roll to learn is now against the number of difficulty steps of the spell.

CASTING A SPELL
The static difficulty to roll against is now the number of difficulty steps divided by 2, rounded down, with a minimum of 1.
This is also the amount of wound points inflicted on the caster.
Zero cost spells are always casted and inflict no wound points.

If you don't like zero cost spells you could just use the original difficulty tables and divide the total by 5 still having 6 difficulty steps.

What do you guys think?
Alfredo
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