Modifying things a bit once again. I'll leave the original intro page but add this new bit - I dove into this pretty well blind. I had played a few other RPGs outside of DnD but always kept coming back to the classic RPG. Lately, since I started this rules tweaking project, I have done quite a bit of system hopping. I'm finding many things I propose here have in fact been done in published systems with varying degrees of success. Right now, I still have yet to find a "home" for Eyru as far as systems go, but I'm still, in what spare time I have, putting some thought into this project.
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First off - I've gotten some feedback that the site is difficult to navigate. I removed some things and stripped it down to the core info. All navigation is on the left menu for now...hope that helps? Go here to skip to the meat of the system. Go here to go straight to the Player Guide and here to skip to the combat rules.
Also - This system is heavily based on the DnD OGL material or 3.0/3.5 Dungeons and Dragons. I haven't written this as a "stand alone" just yet so some familiarity with that material is assumed.
Keep in mind - this is mainly a concept at this stage. There has been NO playtesting whatsoever. Ideas as they come are written down, so this is a living document. If I ever get the chance to test this, rest assured, I'll keep things updated. At the very least with this thought exercise, I am working on weeding out things that I do and don't like about the current 3.5 System.
Simplicity is what is at the heart of this ruleset - removing unnecessary steps and putting everything on the same playing field. The most frequent complaints about 3e/3.5e often involve excessive or cumbersome rules and the unbalanced nature between magic and melee (especially at high levels). The different way these two systems interact is often counterintuitive. My goal is to make everything revolve around one core mechanic and with that, remove the rules bloat to make a faster paced more engaging game.
The current 3.5 / d20 system is trying to balance subsystems that often behave in different ways. For example, as it stands, we have at least three sub-systems for basic adventuring abilities – melee combat, spell casting, and skill checks. True, they are all unified by the ubiquitous d20 roll, however, apart from that, they each use different methods to derive their modifier and/or difficulty.