I have written a few roleplaying games in my life, some I'm not proud of and others I am still sitting on. One of those games is a rules-light-to-medium sort of game. Being inspired by more than a few games I came up with a rules set that I was really enjoying. It was played in the Samhain Vale and I think I wanted it to be the main system. I moved away from it chasing inspiration from games like EZD6, OSE and AD&D 1e/2e. I have gone back and forth with turning Samhain Hearth & Horror into its own game. On one hand there is the buisness side. I could reach more people if I use a license from OSE or Shadowdark. That might make business sense, but then some people have expressed interest in having a unique system for this campaign setting.
As it is, the Mugwort: Welcome to the Samhain Vale is suggesting to use "B/X D&D and its Clones" as the main engine and that is what I am currently using in my weekly games. Basically a mash up of AD&D 2e and B/X with ascending armor class from OSE, it's easier on my current players rather than using THAC0. If you read the current Mugwort: Welcome to the Samhain Vale you'll notice a lot of rules tweaks some of which are:
- No classes
- Choose an equipment kit
- Your gear shapes your "class"
- Slot based system, base of 13 plus STR & CON mods
- Advantage/Disadvantage instead of +2/-2
- Called Determination/Despair
- No clerics
- No healing spells
- Everyone can attempt to cast spells
- Roll to cast, BTW
- There are four types of spells
- Folkcraft
- Witchcraft
- Wizardcraft
- Unbindings
- Damaging spells do 1d6 dam. You can choose to incerese damage output but the difficulty to cast goes up
- Everyone has a chance to succeed at theif-like abilities called cunning skills
- Natural 1's and Natural 13s, instead of Nat 20s
- The Hearth & Horror mechanic which is the foundation of play in the Samhain Vale
- and more
Some would argue that the above is enough to consider Samhain: Hearth & Horror its own system, and you're probably right. But I am still thinking in terms of D&D with much of it like using a d20 for instance. I like the d20, the d20 stays!

The things I wound want to include in the fully fleshed out system:
- Hits or Strikes instead of Hit Points
- New attribute titles what I've used in the past
- Might (STR)
- Cunning (DEX)
- Folklore (INT)
- Essence (CHA)
- Bones (CON)
- Bonuses only for the attributes not need for redundancy of X STR / +X Bonus
- Special traits that are gifted from the harvest master
- Side initiative
- blah, blah, blah...
All that to say, I am using the system as is right now and focusing hard on writing the core concepts in Mugwort: Welcome to the Samhain Vale and then subsequent Mugwort zines that will be based on each hexatic county of the Vale. Once I get further down that road I will decide if I should just bite the bullet and write a rules set. Time will tell.







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