Showing posts with label 52 page rule book. Show all posts
Showing posts with label 52 page rule book. Show all posts

Thursday, 20 November 2014

Worlds Expamded, Very Big Spaceship

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I did another fleshed out campaign setting for the 52 page rule book (in the tools side bar) as a follow up to this post here


This World is a Very Big Space Ship. It's not entirely real and it travels through peoples dreams and some of them get in.
It is mostly composed of Meadows, Corridors, Engines, Sleepers , BulkHeads and Nightmare Castles.

Meadows are huge rooms often 20 kilometres in size. They have a disconcerting mix of plants from all different biomes and time periods growing. They are essential to the function of the ship. Most of the player races are supposedly descendants of species grown to maintain the meadows.
The fruit and nuts and less identifiable things growing here easily supply to the nutritional needs of those that live here.

Corridors connect the meadows .  They are also vast and sprawling, but more conventionally constructed from steel, wood and obsidian.


Engines are found in nooks, alcoves and chambers off from the corridors .They are huge and like cathedrals worn smooth under 10,000 years of rain. They do things, occasionally. Some of them have interfaces and can request the players attention to be directed at this nightmare castle or another. They usually have a few Attendants , greatly variable in power and function. Other than that an Engine can be broken by anyone willing to spend the time dismantling , though its parts are not rare or valuable and presumedly they do something 

The Sleepers sleep in great ice, more mountains , shapes in mathematical law than things.

Bulkheads are doors that lead to the dreams outside. Some seem to vent waste into that space , other seen forth Mercury Squid to harvest things. Sometimes they just swing open and really should be shut . Going through a dream is a great short cut to get to another part of the ship vast, though the nature of each dream is its own.

Nightmare Castles are when dreams get into the ship and make themselves at home. Some are merely physical like a glistening slime or an ashen stain. Attendants from the Engines usually clean these up, eventually. Other NIghtmare Castles refer to a colony or a settlement of sentient beings , who would otherwise vanish with the dream they are from. NIghtmare Castles generally have their own physical laws around them. The Engines send their Attendants to dismantle Nightmare Castles where they can and ask of people that live in the meadows to do so .

Maybe many generations ago this was more hotly pursued , but the those living in the meadows always thought it was best life to the Engines Attendants and only the most zealous or provoked attempt to destroy with any real motivation .

Some meadow dwellers move into in Nightmare castles. There is crime and money and art and all kinds of new and things change here.


The players will gain Exp from stealing and destroying from Nightmare Castles or , alternatively, advancing the interests of one. There is no need pick a side , though you can gain exp from only one side each game. The Engines and The Nightmare Castles reinforce those that serve them like roots pushing through soil.



The Player Races are:

Nemos:
Nemos are dreamers that got caught in their own dream and now live here (or the descendants there-of). They look like a child grown up, but a childs idea of grown up so with too long limb or a childs proportions on adult size or just too big eyes or some other caricaturation

Nemos can choose to be unaffected by any aspect of a dream or a Nightmare Castle, but just one aspect at a time. So ignore the antigravity but be effected by the words igniting toads or whatever


Pink Elephants:



Pink Elephants are Pink elephants with dextrous snouts and pads. They can expand/contract their mass and size to twice or one half. They are most commonist to the meadows



Shadow:

Shadows are very flat and black, like planarians with variable limbs or a Balinese shadow puppet They can have all the advantages of being very flat and black. They were originally from the Corridors but that matters much less these days

Tooth Fairy:
Tooth fairys look mostly like people with sprinkling of glitter and insect parts as drawn by a child. Not always the most stable of children either. They used to attend the Bulk heads and some still fish with the Mercury Squid. Mercury Squid and Tooth Fairys are the only thing that can volutary bring something from a Dream into the ship, though Tooth Fairys are limited to just one thing. This has made them more than most to seek the Nightmare Castles, having a skill valuable there .

Any other races or thing could also be considered, all things dreamed of could of immigrated here with the Nightmare Castles

CLASSES:
The Classes are aligned based on their approach to challenges. Confronters go head on and directly . Sneaks are basically the opposite of this favouring  subtly, indirection, and ambiguity  . Snipers favour precision and a ruthless pragmatism and don't hesitate to stay the hell out of way.  Skin thieves obviously fill the last option and wear things skins to turn into them.


(Athletics and Stealth as the page rule book, Notice combines Notice detail and Hear Noise and new skills are Discombobulate  and Ascern, and are described after classes.)


Confronter:
Confronters confront, pushing at things to see the truth, rising to challenges and matching their stubborness to others Strength
Melee: +2
Missile:+2
Saves: Body and Mind are plus 8 speed is plus 3

Bonus to the following skills:
Notice
Athletics
Discombobulate

hitpoints roll 4 d6 and take highest.. Apply constitution bonus if positive, ignore if negative

Can use any armour or weapon

level 1 : No: If you can directly interfere with what someone is doing you can make the same kind of roll as them (for example an attack roll) and if you get higher you prevent them from doing that. This counts as your "turn" for the round. If the action you are interfering with doesn't have a roll associated with it (like a hypnotic charm both parties make an appropriate save or stat check and if you get highest you stop them doing it)
The form of interference can be yelling over the top of someone trying to cast a spell or repeating what they say in a dumb voice or it can be a physically interruption like a tackle . It has to be the same "form" of action though. So you could throw rocks at someone shooting at you but not do a flying tackle.

level 3 No Fucking Way:  That thing about how you have to do the same form of action? Yeah that doesn't matter anymore. You can yell at someone charging you to confuse them or demand answers from an Spicey Arsonist as they try and set you on fire
level 5: Stubbocerous : When nailed with an attack or spell or other effect you can make a body or mind save to have to take effect next round instead. You can keep putting it off as long as you keep making saves , but only one attack at a time.



Sneak:
Sneaks are sneaky.  Greedy for secrets and strategies  and complicated alternate pathways.

Melee: +0
Missile: +1
Saves:
Body:+3 Mind:+7 Speed:+9



Bonus to the following skills:
Stealth
Discombobulate
Ascern
Notice

Hit points are roll 2d6 and keep the highest. Apply con modifier, minimum hitpoint is one

Can use any armour or weapons

level 1: Sneakings: If a player has not declared their character to be doing anything they are always assumed to be hiding or  just naturally  blending or remaining  unnoticed. Unless specifically known about and looked for they will not be the first targeted in an combat.

level 3: Knowings: at the start of each session the g.m must pass a note to the Sneak player containing a secret that is at least somewhat relevant.

level 5: The d.m must give you access to their credit cards. Misdirections: you can "No Wait!" an action before the end of the round declaring that you are doing something else / or  additionally  instead. Not: you must do this before the dice are rolled, but can do after the immediate consequences are announced. This is not a time reverse power but more of reflection that the character has amazing reflexes and preparations. Assume that the character started to do the action and then quickly responded. So if you pressed a button to release a poison gas you could use this power to declare you actually are jumping away from the gas or putting on a gas mask.
 Basically it's like you can get an additional action after the repercussions of an action have been announced. I should of just explained it like that instead. Fuck it. I'm not rewriting it all the text is up there and I can't find the eraser,



Sniper:
Sniper philosophy is about having the maximum results from the littlest action possible. Analysis and decisive action and not being anyway near the trouble. Also shooting people while hiding somewhere. Don't forget that. The word sniper refers to someone who can shoot the elusive snipe.

 Missile +3
Saves:
Body: +5  Mind: +7 Speed+5

Bonuses to the following skills:
Notice
Stealth
Athletics

Hit points are roll 2d6 and keep the highest. Apply con modifier, minimum hitpoint is one

Can use any armour or weapons



level 1: Grievous shootings when rolling damage for a missile weapon you can roll twice and take the one you want.
Trick shot: IF you use a one on your missile damage you can do a bonus effect like force an oppenent to save or drop their weapon or have Disadvantage on their next attack

level 3: Hinge Pin: you can use your Notice checks to tell the most crucial bit of something, the bit that if removed causes the most amount of damage. This can be a social infrastructure, physical structure or magical bereavement etc.
level 5: Carnival of Carnage You may select 2 targets for a single missile attack via richants , impalements or pass throws

Skin Thief
Skin Thieves believe in adaptation and using what others have done for themselves, and discarding anything the moment it is no longer useful.


Melee/Missile:+0
Saves:
Body:+3 Speed:+5 Mind: +11
Bonuses to the following skills:
Ascern
Discombobulate

Hit points are roll 3d6 and keep the highest. Apply con modifier .
Can use any weapons or armour

level 1: Skin Taking. If a skin
 (or significant amount of the things body , a rule of thumb being atleast 10 % of its mass or 50 % of its outer covering.. Skin is used to mean this in any text below)
is worn by a skin thief they become that thing for all intents and purposes , except mental stats (intelligence and wisdom)  become an average of the creatures and the skin thieves. If the hit dice of the original creature is higher than your level , the amount that it is greater is multiplied by 10 and used as percentile.
Roll this percentile at the start of any situation in where the original creatures nature  would dictate a different course of action than the characters. If the percentile rolled is under the g.m takes control instead.

. (you might like to have the player keep control instead , as long as they play appropriately. This works better thematically , with the Skin Thief still having some wiggle room to manipulate the drives )

If the creature is still alive double this percentage,
as the creature does not have to dead , just separate from a large enough portion of their body. This includes shed skins from anthropods or reptiles or saving enough hair from a mammal.

Changing from the Ship to a Dream or Nightmare castle causes the skin to be instantly shed.

level 3: Flesh Speaking: as speak with dead but can be used on any body part or fluid of atleast 2 kilos in weight or spread over at least half as square metre, regardless on the condition of the owner

level 5: Children of the Stomach: instead of wearing a skin the Skin thief can consume it and vomit it out later as an action. The skin takes the form of the original being acts under the control of the Skin thief, unless of greater hitdice than the skin thief, in which case the percentile control system is used.

Each of the Stomach Child's hitdice is rolled twice with the worst taken to determine its hitpoints.

Any skin kept in the stomach adds its weight to the emcumberence of the character, assume a line for each skin of humanoid size.  Although immobility is reached at maximum encumberece additional skins can be ingested, each requiring a Body save. Failing a body save causes the death of the Skin Thief and the immediate release of all the  Stomach Children who will remain alive until they see their reflection.


SKills:

Discombobulate: Discombobulate is rolled whenever a player attempts to justify how the Nature of a Dream or Nightmare Castle work in their favour and the g.m does not have immediate surety of the likeness of it. It is can used to determine adjustment to disorientation from weird gravity or geometry or otherwise rapidly adapt to an alien situation.


Ascern: Ascern is used like notice but rolled to determine clues towards the nature of a Nightmare Castle , Dream or the physiological reality of a sentient being.





Examples of Nightmare Castle and Dream Natures (note Nightmare Castles are almost interchangeable with Dream , except the Nature will be adapted , harnessed or somehow pragmatizised by the founders)

1. Violent Cartoon: ridiculous slapstick damage. Double damage from any source unless the being responds in a spectacular and overboard fashion. Ascern to notice this, and a successful Discombobulate roll means damage is halfed.

2. The more afraid you are of something the more a distance will stretch in localised fashion, effectively slowing you.. Fear as the spell effect effectively paralyzes   Discomboliate rolls to resist fear. If a Nightmare Castle people will be caged near their phobia as way of creating additional space in a room. Sometimes a funnel channels a substance desirable to be compressed through the pockets of the terrified person causing it to be spilled and contained in the localized space. The unlucky person is then shot and the space snaps smaller compressing the substance into a tidy brick.

3. Speculating about something has a 1 in 3 chance of making it happen here. This is extremely dangerous if a Nightmare Castle.

4. 1d6 objects or aspects of the environment are trying to kill you at all times. Discombobulate rolls to try and select what objects are trying to kill you

5. Mirrors and similar reflective surfaces contain an opposite version of you , releasable if broken. Nightmare Castles will have some insane clone war shit going on

6. No one can die here, but still are inconvenienced and hurt by physical damage

7. Your weight here depends on your mood. The more negative you are the heavier. Assume a variance of 1% to 1000% of original weight. Discombobulate to try and switch moods rapidly. If Nightmare Castle expect people to use weaponized (or mechanized like operating a machine)  mood swings via drugs or scrap books of sad/happy pictures

8. Relative gravity , like the closest and largest surface is down. Discombobulate to make this work for you.




Wednesday, 8 October 2014

Worlds Expanded; Islands

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"This World is Islands. The island are the top of drowned airtight skyscrapers.
You can play a Iguanoid, cocofolk, Sandhopper, or  Foamling
The classes are Beach Comber, Tamperer, Big Liar, and KingCrab. You seek  to grow your village with modern conveniences and monster flesh"

As fun as making quick allusions to possibilities is, I'm going to flesh this out, using the Roger Sg Sorolla's 52 page rule book as the mechanics



village mechanics:
By bringing back exotic foods you will grow in status and power. So various things have a Food value instead of a gold value. Divide by 10 and that's how many meals that things is worth, if you want that number to mean something.
Not everything that is edible is worth exp. Same way not everything sellable is worth exp. Your village is fussy okay?
Modern convinces like comfy chairs or cheese grater found in the underworld will also be worth meals, though no-one eats them. Just everyone is grateful for you bringing it back that they don't mind you not fishing or root digging like everyone else.

Your village provides one thing for the party at the start of each session (other than the first) : a thing is like "restore all your hit points" or "1d4 0 level losers accompany you to help drag the tree" or "start digging a really big pit". 
Any thing additionally requires rolling your Esteem on a d6. It starts at one and goes up by one everytime anyone in the party goes up a level. It can be reduced by bad things happening to the village or the party embracing themselves. It represents both the size, health and talent pool of the village and how much  they will do for you.  After  you roll your Esteem reduce it (temporally) by one. So if it is 6 you get 2 things automatically and the next thing has a 1 in 6 chance of failing (by rolling a 6, because it is now 5, you dig?)

At higher levels the d.m might decide to have the village be able to do fancier things for you or have some things cost more temporary esteem or have a esteem gambling mechanic or have the esteem tradable in for the creation of NPCs or many other ways of making this more complicated. Anyway this is a basic way to represent you are dragging shit back to make people happy. 



The Peoples:
They are different peoples thought they generally live together in ad hoc villages. Some villages go crazy and worship blood robots or feed people to fang pits but at least cocofolk and foamling can live side by side.

Iguanoid:
Brightly coloured iguana people. They can swim and hold their breath for ages have natural leather armour and claws and bites like having a dagger on them. They are made of meat and blood and thus are Delicious to Carnivores 

CocoFolk:
These are like coconuts evolved to look more and more like people and now they are people. When they get old they bury themselves and turn into a cocofolk tree, which if pestered enough might wake up enough to answer questions about the old days. Their skin is as hard as leather armour and they float so well they will need to hang on to something very heavy in order to sink. They breathe as a human would however. They are made from wood and plant stuff and coconut milk and flesh, therefore are Delicious to Herbivores

Foamlings:
These are delicate sylph looking people formed from ocean foam and parts of them partially turn into water. Once a day they can turn into a puddle of water for a round per int point. Trying again after that requires a successful mind save or forever more remain a pool of water. They can never again enter the ocean, it is a solid mass to them. They need to breath and eat as a human. They dissolve into sea foam when they die , and are Palatable to Carnivores but Extremely Delicious to Ocean going predators (because the ocean hates them).

SandHopper:
An upright walking sand flea. Narrow , and chitin is somewhat translucent and not as hard as it might seem. Can leap as far as a human could throw a cat. Made of bug parts so only Palatable to Carnivores but Delicious to Insectivores

CLASSES:

BeachComber: 
Scavengers and opportunists, learning what is nessacery to survive and quick to experiment and explore new ways of thriving.
Their motivations are generally to find new and better ways of living and surviving and obtain status by being the first to discover new foods, lands and tricks.
Melee: +1
Missile:+1
Saves: Choose one out of mind, body and speed: that gets +9 the other 2 get +5
Bonus to the following skills:
Forage
Notice
Tutu

Can use any armour or weapon

level 1 : Player can spontaneously declare their character has just the right mundane item on them, once a session, if they reasonable would of had an opportunity to obtain before hand
level 3: Can reconstruction an idea of what has happen in a location
level 5: Standing in the right place. When characters position goes from vague to suddenly important you can choose the most favourable place to be (as long as it only mildy abuses plausibility) 



King Crab:
This class focuses on protecting themselves and constantly add and modify their own personal set of armour, using bits of shell, hide, old coins, wood and bark etc. tough, make armour from coral and exoskeletons and other hard things.  Their motivations are generally developing personal power, and obtaining status for their might and endurance.
Melee: +2
Missile: +0
Saves:
Body:+9 Mind:+7 Speed:+3

Can use any armour or weapons

Bonus to the following skills:
Anoint

level 1: Their personal armour counts as heavy and goes up by 1 every 2 levels.
level 3: Big arm: incorporate a monstrous limb , attack or similar as part of their armour, allow the ability to use that as a natural weapon , possibly with reduced damage from the original if the originals damage was more due to the beasts strength
level 5: incorporate a monstrous ability into your armour that is based on its skin , shell or hide, like fire resistance, camouflage , spell deflection etc.

Note all King Crab armour upgrades assume you have access to appropriate  monster parts



Tamperer: 
Tamperers can't leave anything alone, they provoke, investigate, fiddle, explore and experiment. While the beachcomber seeks to learn new things out of pragmatism , the tamperer just does stuff to see what happens.
They are generally motivated by (often slightly malicious) curiosity 
Choose one from Melee and Missile, that gets +1
Saves:
Body: +7 Mind: +7 Body +7
Bonuses to the following skills:
Tutu
Forage
Anoint
Notice

Can use any armour or weapons


level 1: Can modify one thing about a complex device or magic device for one use with a successful tutu check
level 3: Can choose the target of a missed shot
level 5: Can steal a device ability or a magic ability from its point of origin and store it on them with a successful tutu check. The point of origin has to be distracted or not currently active to use this. Only one can used .



Big Liar:
Someone who makes up stories so convincing they become real. Seeks out new things to discover and new people to talk to.

Melee/Missile:+0
Saves:
Body:+3 Speed:+5 Mind: +11
Bonuses to the following skills:
Anoint
Notice
Can use any weapons or armour

 Can cast spells as a wizard or a prophet (choose at character creation) as per normal 52 page rules.
level 1: you can speak to all animals
level 3: you can speak to all living things , and anyone giving their word to you must keep it or be forced to do something else that you will
level 5: Once a day if you tell someone something out of combat they must save or believe it

SKills:

Forage:
This skill is used when the play wants to get something from the local environment and its relatively simple only time consuming. The success of this skill often means a good number or quality of the thing is found , with failure meaning only a token amount is found. Sometimes the a failure means nothing is foraged.
Examples "I wish to gather a number of small trees for making stakes" is a forage check. Success means the wood is very good quality (possibly giving a bonus to damage etc) or found quickly or in great number.
"I will see if their is any fresh water nearby" that's a forage check. Failure means no fresh water nearby.


Anoint:
Anoint means smearing potent fluids or oils on a weapon or tool for task at hand. It can also involve the incorporation of objects to empower a weapon or tool. The anointment must involve something precious being sacrificed , or the anointment is significant or connected to the task. It can be done between sessions or in play , especially if the player gives a bombastic speech. Having a successfully anoint weapon or tool means a number of free rerolls are  gained (only one reroll can be used per roll) = to the amount you succeed the check by.
Examples of Anointing: the blood of one slain by a monster used to anoint a weapon used for it.

A child of the task attempted being slain and used to anoint a great fish hook to fish up a beast capable of feeding the village

A bone of ancestor of hated rival incorporated in a weapon against that rival

The hair of a grieving village used to make a rope to trap a child eating giant.

One anointment can be attempted per session on a item. If the things used in the anointing are particular potent or epic or cool maybe give the player one free reroll and the anoint roll giving them bonus rerolls if successful






Notice:
as per 52 page book.

Tutu:
This means to craft , fuck around , modify , or tinker with something. It is used to discover subtle properties of an object or a device, or turn raw components into a useable form, e.g. turning a fishes spine into a spear etc. Failure generally means you can try again next session. IF the tutu-ing seems do-able by anyone success mean it's done faster or better than usual.







ADDITIONAL rules:

Beasts have a hunger value. This is a number that if rolled or under on a d6 means the beast will try and  kill eat someone (not always in that order). Small beasts will stalk and strike when the party is separated or weakened, bigger beasts will try and snatch and carry off the biggest, or drive off the rest of the party. Mindless will just attack and try and eat regardless of party strength or response.

HUnger: roll on a d6. If someone is delicious roll 2 dice and keep the worst opposite if playable
If something is Very Delicious as above but also move encounter table up or down one if that would bring an encounter to eat them

Encounter tables:
There always should be an encounter, with simple herbivores and environment conditions taking the place of a "no-result" encounter.
Encounters with beasts should range from the tricky to catch but worth food (fast moving herbivores, possibly lead a pursuing party into a environment hazard or creature lair) , big dangerous herbivores that only attack if provoked (and worth food) , big dangerous carnivores that are rarely hungry (pythons) and stuff that is from below (ghosts, glass elementals, business men). The environment can serve as a form of traps , tricks and treasure , with trees with valuable fruit that release hallucinating gas, bird eggs atop dangerous cliffs etc.

The Down Below serves as the traditional dungeon environment with weirdness and technology, old magics etc. There is less food here but more Modern Conveniences and items of potency etc.

Beasts on the island also should be valuable for powerful items that can be made from their blood , hide and teeth. Treat the concept of a monsters lair with treasure instead as the monsters body instead.  You can still have lairs and stuff as well.

The whole eco system and foraging as dungeoneering is inspired by Mike F's Terruzeng island stuff.

I will come back to the idea of using encounter systems to represent  an ecosystem at some point because it has been something on my mind for awhile 

Friday, 27 September 2013

I REVIEW THINGS

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF I have being meaning to write up reviews for various stuff forever and I keep putting it off because it requires careful articulation and what-not rather than just punching the computer in its keyboard with my imagination until quality happens.
First up:
The 52 page rule book from here:

This is good. I totally used it to run a game for 5 new people and it went smoothly.

Especially like how "robust" it is, like you can easily pull off bits and stick new bits on.
Having all the classes modifiers and abilities in one table (okay 2 tables if you include the skills), means that
..it is easy to go "my campaign has lizard-people" and then scribble lizard people's mods underneath dwarf, or just cross something out. It's all there for easy comparison and feels wonderfully modular.
Also look it's all the numbers you need on one damn table.

Having skills being like "shit you will need to do in a dungeon" and then listing how good various class and races are at them, is a great "what this game will be about dial".
Like, planning a Shamans and Sabretooths game? have the skills be Tracking, Making shit out of animals, Spirit wrangling, Sneakiness and Cannibalism. A Laser Dinosaur Planet game? Jury Rig, Implausible jumping , Pilot, Dinosaur wrangling,Psychicness.

Note I'm not saying just reskinning but replacing the skills with the things you think will most happen in your game that otherwise would not be covered by the attributes or class abilities. Well class abilities is always going to overlap with skills in regards to the thief but yeah.


Basically this thing is pretty close to genius. Concise yet broad, contained yet flexible.Dildo joke? No dildo joke The only drawback is sometimes one can overlook things because they are not spelled out like 5 or 6 times. Like I missed the mechanic for Saving throws the first couple of read throughs. This is not really a drawback as more a comment on it not being 100% idiot proof. Or me just being an idiot. Speaking of which, still can't understand the Encounter table page.
So possible suggestion to put a bit more explanations around? Maybe? Dunno.

ME NO UNDERSTAND
The other couple of times that I got thrown by stuff in here is that I just assumed things would work one way and didn't bother to check.
So the skills  have a maximum amount that they can modified by an attribute bonus and weapons have a maximum they can be modified by strength.
Didn't notice this when I read through the system before play , and while it seems to work in a gameist  way, (ie skills don't become maxed out too earlier, weapons have different advantages) I found it slowed down things to explain it to the players (mainly because I had just realized it was there when character creation happened).
I think I didn't wind up using the capped attribute rule and planned to use something like this
when / if people got to a level in which it would matter.
I.e you get a skill past rolling 5 or less on a d6 you start rolling a second d6 .  Starting at succeeding at 1 , a success with this other d6 means you either get a reroll on the first d6 or a bonus-happening to you skill check, so an athletic check could be done with surprising silence or uncanny speed or something.

My only quibble is about some of the weapons , like a long sword can be used Close (in a brawl) but not a club, and hand axes can be used in a narrow environment but not clubs. Which is weird because police batons are used in narrow formation and the port arms grip allows a club (or an axe) to used effectively in close and if you have room to swing an axe you definitely have room to swing a club.  I'm quibblingly pettily here though. OTHER QUIBBLES
 if you are cheap and print in black and white you will have the dickens of a time telling what is labelled with a copper coin and what is labelled with a silver or gold coin with the inventory.

"Class depends on what highest ability is , choose if tied"  Um.. No. Look if I have convinced someone to actually play d&d with me , I'm not going to immediately bust their junk saying they can't play a wizard they have to play a fighter. I don't care if they rolled a 7 for intelligence for their wizard. That's some character development shit right there.

port arms grip, seen here with axe, also applicable to clubs and by people not ghosts
Other strong points include the spell cards (print and cut out cards with the spell descriptions on them) and numerous little "oh that's a nice way of doing that" that are numerous beyond my concentration to list them.
IN CONCLUSION:
If you wanna run a game of d&d and don't have any books handy or just don't want to have to carry them, this is everything you need. Seriously. Also extremely good as a base system for building your house rules on. Or as a source of a handy add on if you wanted something tidy for , say,  Encounters, Morale, Treasure, Monster Templates, Brawling, Climbing on Giants , Equipment lists, Injuries, Traps, Critical Hits, or Chases.
Comprehensive yet concise.  Did I say that already?
DISCLAIMER:
I never used the prophets because pfft clerics. Also I mistook "Handiwork" for "sleight of hand" and thought it was cool that dwarves were naturally good at it. Or in this case Catfish.