Tentative basics of possible leveling system for this run will follow, though i hear a fair bit of grumbling from those that want to convert stuff straight from d20 material that they'd rather use everything, save and attack bonuses and even the xp chart, all except spells memorized or spells per day (D6 system and faserip do magic pretty much the same but to the single digit quantification in D6 and generally by color, whitefail-green-yellow-red in faserip)...even though I don't think what follows has been sufficiently explained or examined by said grumpy gnomes as of yet. anyway lookit my nekkid baseline idea:
(Classes)
Occupation on the character sheet most rightly describes what you (poor dnd only guy dude man) think of class, this light system is noted in the social class portion of the sheet and is either mystic martial or manual, and its only real effect is to grant cp cost reductions to improving skills/abilities/talents whatever for such that are thematically in line with the selected social class, combat related stuff for martial, magic religious egghead and esoteric stuff for the mystic class, and everything else thats not those two for manual.
(Leveling)
New meta-currency, "Glory", is hearby introduced to facilitate traditional rpg leveling in a manner independant
of and in cooperation with existing mechanical procedures for characetr advancement. A character must spend 100 Glory to increase character
level by a single step. This grants an immediate 1pip increase to any 1 chosen skill.
(Level Limit)
Skills are capped at 1D above the governing attribute, +1pip per character level. Thus a 1st level character with
3D in Physique is capable of a maximum of 4D+1 in Physique skills. A specialization can boost this cap slightly;
a character can have upto 1 specialization per die of Acumen, each costing a single character point to obtain. A specialization
narrows the skills application (from melee combat to swords for example) and increases the cap for the narrowed speciality
by a single dice.
Considering stacking both ideas anyway, this system is so robust you can change rules mid combat and not go off the rails so i will probably let players do as they wish, i'm just the ringmaster of this mutant circus i don't get paid.
oh also the beginnings of my mass combat rules, which, we've taken to doing all play at the 1 inch is 20 foot scale and using 25mm terrain for the general normal game, much easier. wanted to try to make it system agnostic if not genre agnostic and always stay with it...anywho:
efore battle players must understand:
• Which scale to play at (skirmish, battle, or war) based on how large the opposing armies are.
• The color or suite of cards assigned for each faction.
• The dice-and-pip color combo for differing unit types within each faction, along with the various Unit-Values, Attrition-Values, Movement Rates, and/or any fantastical Special Abilities of units.
Much of this will depend greatly on the specific role-playing game rules and campaign setting you are using. GM’s should determine values to plug into the relevant resolution formulas (using guidelines mentioned herein later) based on the nature of their game world.
Time, Turns, & Scale
At Skirmish scale, use the same time increments and movement rates native to the specific role-playing game you run, switching to 1 inch=20 feet on the tabletop to accommodate dice-as-units.
As you “scale up”, the number of units (dice as counters/minis) stays the same while the number of individuals represented by a single pip increases, and the battle-map scale zooms out.
Thus at Skirmish Scale, a single unit (6-sided die) represents six individual troops per full die, one per pip, while a 1-inch square is 20 feet of space and a turn occurs in whatever time increment is normal for a combat round in your specific role-playing game rules. We multiply these things by five to zoom out to Battle Scale. At battle scale, a single unit becomes 5 troops per pip (30 per full die) and a 1-inch square becomes 100 feet, and the time increment (and thus move rate) is likewise multiplied by five.
This multiplier finally increases to ten to arrive at War Scale where 1-inch is 200 feet, a single full die is sixty troops, and a command card with 10 such units grouped into a single battalion is six-hundred troops mustered together.
What is a Unit?
A unit, represented by a single dice, is a group of 6, 30, or 60 “roughly” man (and/or horse) sized creatures working in tandem at the most basic tactical level.
A typical unit is represented by a single die, has a Unit-Value(UV) score, an Attrition-Value(AV) score, a Movement Rate score, and may have some sort of Special Abilities. A Unit-Value (UV) score represents quality of equipment, training, experience, cost, rarity, and/or magical enhancement.
The UV of a unit is how many casualty points required to deplete that unit by a single pip on the die face. It is also summed for the group (10 units with UV-(2) = 4D+1) and applied to table 1-1 to determine how many dice to roll when attacking in melee .
Attrition-Value(AV) represents the average minimum casualties the unit inflicts just by engaging. It is ultimately up to the GM to determine UV, AV, Movement Rate, and Special Abilities of unit types.
Battle Order, Marching Order, Skirmish Units
When units (lone dice) that are not grouped with other units (AKA Skirmish Units) normally combine into a battle order they then act as a singular entity; totaling their collective AV for attrition calculations, their collective UV for attack dice calculations, moving at the speed of the slowest unit, and dividing casualty totals across the UV of the grouped units as the commander sees fit. Place a playing card of the suite or color appropriate to your faction under the dice representing your grouped units to denote their good order.
The minimum number of units required to group into combat order at any scale is four, and any units showing three or fewer pips are Combat-Ineffective and cannot contribute their UV to attack dice calculations. Depleted units of like-kind can re-group within the combat order as a single unit, exchanging for example a pair of dice at two and three pips, respectively, for a single dice at five pips.
A commander can break from battle order or marching order into skirmish units as a single action, and may do so with all or only part of the group as they desire. He or she may, as a full action, form into marching order, or out of marching order into battle order. Troops moving overland in marching order do not suffer battle fatigue unless moving while under attack or force-marched at a brutal pace, nor do they suffer terrain-type inflicted attrition for moving more than two miles without a brief rest.
Skirmish Scale-Battle Order=Platoon; 1-inch=20ft; 1-pip=1-man, 1-turn=normal.
Battle Scale-Battle Order=Company; 1-inch=100ft; 1-pip=5-men, 1-turn=5x norm.
War Scale-Battle Order=Battalion; 1-inch=200ft; 1-pip=10-men, 1-turn=10x norm.
The Basic Sequence of Combat
Initiative Phase: roll a six-sided die for each side and modify the roll by +1 per advantage and -1 per disadvantage that the GM decides the circumstances dictate. For example, one side might have scouts or look out towers that allow them early warning, or a renowned player character or npc commander bolstering their morale, or they might be battle weary and low on supplies or horses. One need not articulate every factor that applies, but choosing three of each for each side (if applicable) should be plenty. The highest modified result wins initiative and gets to resolve their actions first at each step of the action phase. Skirmish Units enjoy +1 AV when engaged with units grouped into Battle Order.
Declaration Phase: All units on both sides declare either:
1) A single move action and a single engage action each turn.
2) A full-move action, covering twice the ground, resolved in two actions.
3) A full-engage action, each unit gaining a +1 to UV for the purpose of determining attack dice calculations until the end of the turn.
4) A special-action, if relevant, as determined by the GM.
Combat Phase: The first action of every unit resolves before the second action of any units, which resolve before the third, and so on.
1) Engaged units inflict their AV in casualty points on the opposition. Distribute the casualty points across your grouped-units and reduce the pip-count shown on the dice accordingly.
2) Engaged units make an opposed UV Attack Dice Calculation roll. The margin by which the winner of the attack dice roll beats his opponent’s roll is treated as bonus casualty points inflicted on the loser.
3) Units using ranged attacks (other than artillery) do not make a UV Attack Dice Calculation but simply inflict their AV in casualty points on their target.
4) Skirmish Units may elect to use a bonus disengage action to move a half-move away from combat.
thats as far as i got, break time, take a few days play some flight sim or something.
ETA
LET ME ADD, SORRY, WE ALSO USE D8 FOR WILD DIE BECAUSE ITS HARD TO KEEP TRACK OF WHO IS USING WHAT COLOR DIE AS WILD, THIS WAY THERE IS NO QUESTION.