'The Fantasy Game' will definitely only use six sided dice. Still there will be some differences to existing OSR variants, clones, etc. which also went in that direction:
- Saving throws will be retooled to use "3d6, roll under" to bring them into line with the ability tests planned for 'The Fantasy Game'. This IMHO is a much better approach than introducing a d66 variant as in "The Big Brown Book".
- I will use all three combat systems from Chainmail plus the jousting rules, but arrange them more clearly. The classic mass combat rules of Chainmail will be used for melees, e.g. fights one against many. The classic man to man combat system will be used for duels, e.g. fights one on one. And finally the fantasy combat system will be used as an exception to this for some very powerful and fantastic creatures, e.g. mythical battles. The latter will have an option to go "all out" where a single roll can decide between life and death (like in Chainmail) or be used as a standard system with damage dice if you don't choose to go "all out". Finally missile combat will retain its deadliness (see the various articles above - I will elaborate in later posts) as this IMHO nicely keeps the mortality of heroes a thing of significance.
- Ability ranges will keep their 3-18 range. I don't see any reason to narrow this down to 2-12 as in "Epées & Sorcellerie RPG".
- Probably more... I need to get into more details for that ;-)
So I am right now busy reading the various rules concerning the combat systems, thinking about them, etc. Thus not much actual writing gets done but that OTOH is IMHO a very necessary phase in any rules design. I also need to do a detailed comparison with Chainmail itself to find my own interpretations. All this takes some time and thus posting will slow down a bit.
Next will be my thoughts about the revised saving throw system.