Hey guys, I wanted to get the community's feedback on Ardent.
Fiction First + Deep Action Mechanics - It can't be done! ... Or can it? My goals for this game are to take the old-school tropes and mechanical assumptions of DnD-like games and really update them, fulfilling the promise and power fantasy of those games without things like feat tax, trap classes, dead levels, misaligned player/game reward systems, "low-level" play as normal, linear fighters (the wizards were less the problem than the neglected fighters, and turning them into wizards too is not the answer), etc.
Ardent takes a lot of cues from games like PbtA, Blades, Fate, 13th Age, and Cypher, but ultimately doubles and triples down on some very different things.
The feedback here has been better than I've hoped! I'm attaching an updated version of the rules, differnt than the one I first posted, so any new folks aren't reading old rules. It still doesn't have everything - I'll be releasing the rest very soon!
I appreciate all the feedback I can get. Thanks so much, this is what living the dream looks like Ardent Rules (sans most of the classes/heritages and NPC rules)
Please download it to make all of the million hand-placed hyperlinks work!