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Dice & Glory is a universal system which means it can be used to create and play just about any setting type normally used for play by roleplayers. The system was designed modularly allowing for game masters to "drop-in" portions of the core system or rather parts into other systems if they don't want to make use of it in its entirety.
The system has a simplified character class mechanic using "skeletal" classes which determines only the most basic class bonuses. It also allows for zero level characters. The magic system uses a casting check to determine if a known spell was cast or not and is designed modularly allowing players and Game Masters to write their own spells. It has a turn-based combat system which uses base attribute modifier driven rolls along with combat manuevers, moves such as flying kick or uppercut. The combat system also has a level system independent from that of character class. The psionics system is skill based separating individual psychic powers into attribute based skill checks. Psychics can attempt various effects and their success is gauged by the psionic power check. Weapons are primarily constructed from several statistics allowing for a wide range of weapon types. Weapons are also partly based on attribute modifiers.
The armor system uses a Damage Reduction and Hit Point system allowing armor to protect but to also take damage. All other supernatural abilities are termed Uncanny Abilities and are presented in a modular fashion breaking down these abilities into statistics. These powers are based on skill type attribute dependent "power checks". Uncanny abilities are built from general categories determining their nature and filling in the varying statistics needed for gameplay. The experience system is point reliant but uses them in a "cash-in" system allowing players to "buy" certain perks such as feats, combat and class levels which expends experience points. Skill selection can alter certain base attributes of a character, particularly physical attributes and are attribute based gaining bonuses from high attribute scores. Most skill checks are resolved with a 20-sided die. Other "proficiency" checks are resolved with a percentage check using percentiles.
Though the game makes frequent use of a 20-sided die to resolve some combat rolls, saving throws and skill checks it is not a D20 based-system.
The Dice & Glory rpg system, and the same-titled Core Rulebook, is the first release from Ranger Games. This book includes rules for crafting your own spells, weapons, armor and monsters/races. The revolutionary magic system provides flexibility and detail as never before and the psionic system is no longer "a poor man's magic system" and the new experience point system puts the power of character creation back into the hands of the player.
Ranger Games is also announcing the release of The Character Codex I: Book of Fantasy Character Classes (RGS1003) for the Dice & Glory tabletop game system. It's the first sourcebook for the D&G system. This 100 page book contains over 90 specialist character classes for players and NPC's alike. It also contains NPC tables for ease of applying certain specialist classes to NPC's quickly and some advice for player characters and for the GM about their NPC's. This book and its companion, the Core Rule Book have been released on RPGNow.com and DriveThruRPG.com in electronic and in POD (Print On Demand; RPGNow.com only) formats.
Both books are illustrated throughout and have a full color front cover. The Character Codex I was supposed to be released after The Great Grimoire: Book of RPG Spells (RGS1002) supplement but complications arose due to conflicts with the cover artist thus pushing back its release. Ranger Games instead of holding the Character Codex I back went forward releasing it on 4/23/2007.
Dice & Glory is currently available at RPGNow.com & DriveThruRPG.com.
Check out the Lite (30 pg version) of the Core Rulebook at the below link: