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nexusframe:notes:aisummary

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The Nexus Framework is a role-playing game system designed (by me) as a base for new games. It is a designer tool, not a playable game by itself.

It uses 2d10 for action resolution, instead of a d20, and has five degrees of resolution: Complete Success, Success, Partial Success, Failure and Complete Failure. Favour and slight are used for situational modifiers: favour requires rolling one additional d10, and then discarding the lowest, whereas slight requires rolling one additional d10, and then discarding the highest.

It uses fixed damage values, multiplied by a value based on the outcome of the attack roll: x5 for Complete Success, x3 for Success, x2 for Partial Success, x1 for Failure and 0 for Complete Failure. Dice are never rolled for damage; instead, the attack roll determines the amount of damage inflicted.

It has no classes. Instead, Background forms the bulk of a starting character's power, and every level, a character selects two traits (analogous to feats). There are fifteen levels, plus a sixteenth “mandatory retirement” level.

The skill system is deliberately simplified, with eighteen skills (three of which are combat-related - Aim, Melee and Unarmed) that auto-improve at certain levels. Said auto-improvement, however, is by increasing their current bonus, rather than D&D's “proficiency bonus” or PF2e's “plus level” systems, thus ensuring that late-game improvement in proficiency doesn't equal instant mastery.

It uses an action point system, with six “seconds” per turn. A combat round is ten seconds long, and it is assumed that the six seconds are six actual, physical seconds.

Many rules include “alternate” versions, such as the experience system (three separate systems that produce largely the same amount of XP per session) and the magic system (five casting methods, five spell lists, mix and match as you need).

nexusframe/notes/aisummary.1763208768.txt.gz · Last modified: by tailkinker