Abilities: I've toyed with changing Wisdom to "Spirit" and Charisma to "Presence", but have not done so here.
- Strength gives a bonus to damage. Only fighters (and maybe soldiers) get a to-hit bonus right now.
- Constitution gives a bonus to hit points.
- Dexterity gives a bonus to armor class.
- Intelligence gives bonus skills and languages.
- Wisdom gives a bonus to saves vs magic. I think.
- Charisma gives a bonus to reaction checks and the number of henchmen and/or hirelings a character can have.
Ability Scores bonuses: 9-12 +0, 13-15 +1, 16-17 +2, 18 +3
Rolling Ability Scores: I'm going to try a hybrid approach. Players will have a set of bonuses (+3 or +4) to distribute, and then will roll to determine their exact score within that range. For instance, a player with a +0 modifier in Strength will roll a d6. A roll of 1 means a score of 9, 2-3 means a score of 10, 4-5 means a score of 11, and 6 means a score of 12.
Experience: I don't do it. I do my best to balance the classes, and leave it at that. There are so many experience schemes out there, use whatever one appeals to you.
Prime Requisite: So without XP, what does PR do? Every character will have two Prime Requisites, one from class and one from race. Characters get full modifier effects of their PRs, and a +1 in anything that qualifies for a bonus but isn't a Prime Requisite. Yes, right now this means that PR only affects scores of 16 or higher. I'm still working this out.
Example: Abilard the Dwarf (PR: Con) Thief (PR: Dex) has a 16 Con, 16 Dex, and 16 Strength. (just go with it). He gets a +2 bonus to hit points, a +2 bonus to AC, but only a +1 bonus to weapon damage.
Levels: I stop at 12th level. Some high-level spells will be moved down. If I do a 12+ level game, it'll move into divine territory and I'll figure it out then.
Advantage: Means a +2 bonus.
Knack: Succeeds on a roll of 16 or higher.
Skilled: Succeeds on a saving throw.
Skills: I'm winging them, more or less.
Feats of...: Catch-all category for bending bars, lifting gates, sundering doors, forced marches,starvation, puzzles, and stuff like that.
Recharging: Some abilities will have a "recharge" feature. This usually isn't a full recovery, it means the effect can be pushed for another round by making a save. And another round after that with another save. Exact details will depend on the ability.