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Meet Bob
Bob Maynard is the patron saint of the Isekai system. Repeatedly typing "a character" or "the attacking character" or "the retreating character", etc. is not only extra work, but also makes the text more confusing to read. Then too, all those unnecessary bits and pixels probably increase global warming. (If Al Gore knew then what he knows now, he surely would never have invented the Internet.) Therefore, I have replaced those phrases with "Bob", and occasionally with other names when more than one character needs to be described.

Old School Spirit

 * Patterns, Not Rules
 * Role-Play, Not Roll-Play
 * No Limitations
 * Player Expectations

The Basic Pattern: Resolving Conflicts with Die Rolls

 * Don't Roll Dice if the Situation can be Resolved through Role-Playing
 * Don't Roll Unless Failure is Interesting
 * If You Really Have To Roll

Helper Patterns

 * Action Rolls Defense Rolls, and Second Rolls
 * Combat Rounds
 * Thresholds
 * Advantage and Disadvantage
 * Take-Away Dice
 * Slow Rolls
 * Magic Numbers

Character Abilities

 * Attributes
 * General Skills
 * Derived Values
 * Narrow-Skills
 * Bonus-Skills

The Basic Die Pool
Change to Parry Rolls Proposed, not Active
 * Basic Die Pools For Standard Actions
 * Basic-Die-Pools For Other Actions

Damage and Recovery
Changes to Healing Roll and to System Shock Proposed, not Active
 * Healing Roll
 * First Aid
 * Conditions Needed for Healing
 * Unconsciousness and Coma
 * System Shock, Automatic Death

The Game Turn

 * Turns During and After Combat
 * Turns Spent Searching, Lock Picking, etc.
 * Turns Spent on Movement in Dungeon-like Environments
 * Turn-Based Events

Movement in Combat

 * Movement as a Character's Action
 * Movement as Part of Another Action
 * Movement While Maintaining a Spell
 * Obstructions to Movement
 * NPC Action and Movement in Combat

Non-Combat Movement

 * Races and Chases
 * Long Distance Movement

Encumbrance

 * Effects of Encumbrance
 * Exempt Items
 * Encumbrance for Normal Actions
 * Encumbrance for Weight-Sensitive Actions
 * Encumbrance for Swimming
 * Negative Encumbrance

Range in General
Change/Clarification "Target Must be in Range Both at Start of Round and at Attacker's Initiative" Proposed, not Active

Melee Combat
Change "Treat all Melee Defense Rolls as Parries" Proposed, not Active
 * Melee Range
 * Riposte
 * Flanking
 * Dual Target Attack (Pushing-Through)
 * Exploits
 * Coup de Grace

Missile Combat
New Missile Range Chart Being Tested


 * Quick Resolution for Missile Combat
 * Distance, Size, Time and Cover

Pre-Attack Roll Options

 * Choose to Guard
 * Choose to Delay
 * Choose to Defend
 * Choose to Make a Fighting Retreat
 * Choose to Change Weapons
 * Choose to Speak

Other Conditions and Maneuvers

 * Surprise

Archaic Weapons and Armor
This section scheduled for approval at July 21 meeting Significant Changes Have Been Proposed

Item Quality and Breakage

 * Weapon and Armor Quality
 * Weapon and Armor Breakage

Game Mechanics for Simulating Magic
This section scheduled for approval at July 28 meeting


 * Magic Spells
 * Local Magic Resistance
 * Restrictions on Learning Magic
 * Sensing Magic
 * Boosting Spells
 * Abbreviations
 * Combat, Travel and Camp Magic

Crimson Magic

 * Procedure for Casting Crimson Magic
 * Arcane Circle
 * Arcane Torch
 * Augmentation
 * Banish
 * Fireball
 * Firelblade
 * Firedart
 * Firehands
 * Mass Stun
 * Raise (Ability)
 * Summon Salamander

Azure Magic

 * Procedure for Casting Azure Magic
 * Fire Scrying

Golden Magic

 * Procedure for Casting Golden Magic
 * Augment Healing
 * Binding Oath
 * Bless
 * Blind
 * Consecrate Weapon
 * Fear
 * Prayer
 * Protection from Evil
 * Treat Wounds
 * Turn Undead
 * Wolf Senses

Green Magic
Arcane Armor Arcane Cloak Arcane Weapon Spell Reflection (Not Yet Official)

Red Magic

 * Darkmist
 * Distraction
 * Fumble
 * Spell Breaker
 * Stun

Blue Magic

 * Contain Evil
 * Herb Lore
 * Pierce the Veil
 * Stun (blue version)
 * Ward

Potions

 * Herbal Potions
 * Alchemical Potions

Useless Skills
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