I've decided to just go with a regular D&D style rp, no ES involved for the moment. I'm using a customized, watered-down version of D&D, not because I think you guys are dumb (:P) but because it's easier to manage in this setting.
So below is a basic format of the simplified rules. DO NOT use these as a guideline for future D&D RP, because they're not the exact same.
Glossary:
AC: Armor class, or chance to dodge a hit/absorb it fully. The enemy rolls their modified attack roll (AB + d20) and if it is higher than the AC, it hits, and if lower, the hit misses. If it hits, it does damage respective to the enemy's prowess.
AB: Attack bonus, or chance to hit an enemy. The modified attack roll (AB + a d20) must be higher than an enemy's AC to hit, otherwise it will not strike. A 20 on the d20 roll is an auto-hit and a 1 is an auto miss.
D&D: If you don't know what this means you shouldn't be in this roleplay. (Dungeons and Dragons)
d#: A d followed by a number means a dice with # number of sides. So a d20 is a 20 sided die. I have a roller for this, can be seen here.
DC: Difficulty class, or what your roll must beat/match in order to succeed.
Day/rest: Same thing. If I say spells per day it means spells per each rest period, where spellcasters can cast all their spells again.
GP: Gold piece, the basic unit of currency for Faerun.
HP: Hit points, or amount of damage you can take.
Modifier: For every two points your character has over or under ten on a stat, you get a respectaive +1 or -1 to your modifier. Thus, if I have a character with 14 wisdom and 8 intelligence, my wisdom has a +2 modifier and my intelligence has -1. The modifier is very important, factoring in spell effectiveness for casters, attack rolls for fighters, damage, etc.
Round: In game unit of time lasting six seconds.
Spell slots: The amount of spells a spellcaster can cast each day.
Saves: Only monsters have this - a universal save that can negate ill effects from spells or enchanted weapons. It's a number + d20 and must beat the effect's DC.
Stat: Any of your character's attributes - in my simplified version, Strength, Dexterity, or Charisma.
Turn: In game unit of time lasting one minute.
Classes:
Fighter
The hack and slash combat class. No magic casting or sneaking involved, just pure bashing things. It has the highest AB and a medium AC (due to being able to wear heavy armor and a shield). It uses Strength for its attack rolls. Gets high HP.
Rogue
The stealthy, attack from the darkness class. Sneaking and fighting are its specialties, though it can't slash away at an enemy constantly, it has to mainly do it from stealth or when the enemy is focused on a tank. It has a medium AB and a high AC. It uses Dexterity for its attack rolls. Also has the ability to open locks and persuade. Gets medium HP.
Sorcerer
The spellcasting class. It works best when the enemy is distracted by a tank, and it can sling its spells without worrying about being attacked. Very powerful in the right circumstances. Lowest AB and a medium AC. It uses Charisma for its spell slots and effectiveness. Gets low HP.
Bard
The combination of all the classes. It has the ability to fight, though not as well as the fighter. It can stealth, though not as well as the rogue. It can also cast spells, though they are different from and not as powerful as that of the sorcerer. It can also give temporary bonuses to its party members and itself with Bard Song. It has medium AB and medium AC. It uses Dexterity or Strength (whichever is highest) for its attack rolls and Charisma for its spell slots and effectiveness. Gets medium HP.
No multiclassing at this time into other classes. Unless you all want to.
AB formula:
Fighter: 10 + strength modifier + weapon bonus + any other modifier.
Rogue: 7 + dexterity modifier + weapon bonus + any other modifier.
Sorcerer: 3 + dexterity modifier + weapon bonus + any other modifier.
Bard: 6 + dexterity modifier/strength modifier + weapon bonus + any other modifier.
AC calculation:
10 + Dexterity modifier for those wearing clothing/no armor
10 + Armor modifier + Shield modifier for those wearing armor and a shield. Maximum dexterity bonus for those wearing plate is 1, maximum armor for leather is 5. Leather is also a good choice at lower levels when your dexterity modifier is lower than the armor's maximum dex bonus.
Spell DCs:
Spell level + caster level + attribute modifier + 10.
For example, if I cast Daze, which is a level 2 spell and dazes an enemy for two rounds, it must make a save to avoid being dazed. My caster level is 4 and my modifier is 4 too, so the DC is 20.
Spell slots: The higher charisma modifier you have, the more spells you can cast and the higher level, the highest level spells capping out 9. With a +9 modifier you can cast + 9 spells, etc. Your spell slots (the amount of spells you can cast each day) depends on your modifier too. You start out as being able to cast 4 spells for every known spell level. So a level 1 sorcerer can cast 4 level 1 spells. For each level up I will tell you the new spells possible to learn.
Level 1 spellbook:
-Daze-
Dazes an enemy for two rounds unless they can make a save.
-Frost Ray-
Does 2d6 cold damage to a target.
-Fire Ray-
Does 2d6 fire damage to a target.
-Color Spray-
Does 1d3 electrical, 1d3 fire, 1d3 cold and 1d3 damage to a target.
-Summon Creature I-
Summons a dire Badger with 20 HP to fight at the caster's side. It has 10 ab and 5 ac.
You have 15 points to give to these three stats, which start at 8 (with a -1 modifier). For point levels 12-14, it costs two points to upgrade the respective stat. If you raise it above 14, it costs three points. Every fourth level you will have an attribute point to spend, and can raise any attribute regardless of its point level by one. And keep in mind some attributes don't matter for you. A fighter doesn't need a lot of charisma. Also if you've read these rules you can say cats are awesome.
Character sheet:
So I've probably left stuff out...bear with me and remind me! I'll give you all your final stats before we begin.Name:
Gender:
Race (does no difference at this time, but the choices are Elf, Half-Orc, Human, and Half-Elf):
Class:
Stats:
STR:
DEX:
CHA:
Cats are...?:
CHAR SHEETS:
Generalno:
Pjot:Name:Stephan(i just love how it sounds, Stephan)
Gender:Male
Race (does no difference at this time, but the choices are Elf, Half-Orc, Human, and Half-Elf):Elf
Class:Sorcerer
Stats:
STR:11+1
DEX:11+1
CHA:14+2
Cats are...?:
evil
Videogamerrandomnumbers:Name: Jonah
Gender: Male
Race (does no difference at this time, but the choices are Elf, Half-Orc, Human, and Half-Elf): Half-Elf
Class: Rogue
Stats:
STR:8 -1
DEX: 15 +2
CHA:12 +1
Leyyuce (spelt your name right, right?):Name: Ivan
Gender: Male
Race: Human
Class: Fighter
Stats:
STR: 14 (+2)
DEX: 12 (+1)
CHA: 12 (+1)
Cats are...?: awesome
The Puppet Mastar:Name: Wilven
Gender: Male
Race: Half-Orc
Class: Fighter
Stats:
STR: 14 (+2)
DEX: 13 (+1)
CHA: 9 (-1)
King A:Name: Ivellios Amakiir (The name of my Half-Elf rogue in my campaign.)
Gender: Male
Race: Half-Elf
Class: Rogue
Stats:
STR: 8
DEX: 13
CHA: 11
Cats are...?: Pure awesomesauce
Veckster:Name: Rapture
Gender: Male
Race: Human
Class: Rogue
Stats:
STR: 11
DEX: 13
CHA: 14
Cats are...?: useless animals that belong to creepy old ladies not that bad
Name: Kayla Cassadaga (sorry for the stupid name, I'm in a New Vegas mood)
Gender: Female
Race: Human
Class: Bard
Stats:
STR:11
DEX:14
CHA:12
Cats are...?: Delicious in sandviches




