Okay, some thoughts...
This version of HMice was largely inspired by the Broadsword PDF game. As a "1-pager", it had a superminimalist rules presentation and was very compact.
I've decided to try and squeeze HMice down to a similar level. I'm stealing the very simple Stat+Skill+2d6 vs 9 system from "Barbarians of Lemuria" and attempting to compress the system down to a relatively compact PDF. So far, for example, I have one page that discusses the magic system and then 3 that cover each art in detail.
It looks good so far. I'm a little iffy on the damage/combat system, but that just requires me to get around to playtesting. By compacting the system down to the essentials and trying to confine it to one page per topic, I'm accomplishing several goals:
Some bits I really like so far:
So, with my new "Barbarians of Lemuria" ruleset... let's record any additional ideas.
Magellian, god of knowledge, is believed to wear a cloak woven out of magic threads. Each thread can be sent forth to act as a messenger or scout on the god's behalf.
Perhaps it should be a certain kind of bird? Or just have magic eyes painted on it?
Anyway, Magellian's Cloak are the roaming members of the priesthood who are expected to make regular reports and write up their chronicles after they return. It's common for young and restless priests to volunteer for it.
Each priesthood is going to be available for membership... this grants you some access to the priesthood's resources, but adds a duty to it.
Each spell is a separate minor power... it costs 1 point to be able to cast that type of spell. Throwing a stronger version either requires total concentration or you have to spend 1 Fatigue. An overwhelming success or better can also drop a result level to eliminate the fatigue loss after you roll, so a really high Magic rating makes it more practical to throw around powerful spells on a whim.
Each "High Sorcery" is a trick that costs at least 1 point and must be purchased separately. Each requires you to roll one of the base 6 spell-skills. Some examples:
Divide 7 points between these 4 stats
[Would Wits be a better name than Cleverness? It's shorter, but on the other hand, I already have Perception.]
Skills are similarly rated from 0 to 4 (you could probably technically have a -1 in one, but that would be quite rare and represent a true inability to pull that off).
Armor stops 1 point of damage per level, but also inflicts an equal penalty on all Agility-based skills.
To perform a check, roll 2d6+stat+skill. A result of 9 is a Partial Success, 10-13 is a success... a result of 14+ is an overwhelming success and a 19+ is a "double overwhelming success". Technically, a 24 is a triple but rarely occurs. Opposed rolls are often contested, with equaling a roll being a Tie, beating it by 1-4 a success, and beating it by 5+ an overwhelming success. If you roll a Natural 12, you can spent a Hero Point to bump up the result by a category (failure to tie to success to overwhelming success to double-overwhelming to triple, et cetera).
Characters get 4 extra skill points solely to buy Familiarities with regions they've lived in. This could be 4 areas at +1 each, a single area at +4, etc. These are all Cleverness skills.
So, it's stat + skill + familiarity + other bonuses. Familiarities are generic overlapping skills like specific weapons, creatures or regions. They add to any checks that involve that locale. It's also possible to say that tests like knowing the name of a local ruler are impossible unless you have the right Familiarity.
Combat isn't skill based, but rather stat based (although weapon familiarities can help). Melee is Agility + Brawn, Missile is Agility + Perception, Thrown is Brawn + Perception and Dodging (attempting to completely avoid the attack) is Agility + Cleverness.
Of course, doing THAT does mean that you never get PCs who start out sucky in combat but grow to be great. Instead, PCs start out competent. A possible alternative would be to say that those skills use the higher of X or Y, although that penalizes people who spread out their stats. Still, is it a big deal if you get better at skills without getting better at fighting?
Effortless: no energy, no roll, spell just succeeds.
Very Draining: costs Fatigue, requires roll and complete concentration.
Draining: costs Fatigue, requires roll.
Normal: requires roll.
Hm. 4 types of spells? Two binary traits?
Simple / Complex
Weak / Powerful
So "Small Magicks" are Simple & Weak.
Large Magicks are Simple & Powerful.
Low Sorceries are Complex & Weak.
High Sorceries are Complex & Powerful.
Complex spells require high skill... Powerful spells require a high Magic rating. Hm... well, if Magic were changed to just affect the Power of spells and not make them easier, then that would work cleanly... but I'm iffy on it.
If "Sorceries" are special spells that have to be purchased separately (meaning that you don't automatically know them all) then we basically just have Small and Large magicks.
So... Magic + Skill vs difficulty, which is whatever's standard. Assume 9 for now (a la Barbarians of Lemuria). Large Magicks are inherently cruder (double the penalty for being subtle or complex) and always cost a Fatigue unless you get a crit.
A Low Sorcery costs 1 point and is difficulty 11. A High Sorcery costs 2 points and is also difficulty 11 but also costs 2 Fatigue.
Heart-weaving: spells of mental coercion and influence. Making people hesitate or not hesitate, spreading feelings of X over an area. Generally grants a +1 bonus to appropriate rolls.
Whispers: spells of mental communication. Translating foreign tongues, sending mental messages. A Shout attempts to overwhelm the target.
Glamour: disguising things with magic. Making something look like something else. Covers hiding from view mostly. The strong version can startle foes with giant monsters... a High Sorcery allows you to inflict a long-lasting hallucinatory fit on a foe.
Reshape:
Tug:
Spark:
Scry:
The 7 basic Arts:
Compel, Reshape, Tug, Spark, Scry, Whisper, Disguise.