 | Mystic Days began a long time ago when two guys thought some game mechanics of the most popular rpg simply didnât make sense, so instead of creating some home brew addendums we created our own lethal medieval fantasy rpg.
We didnât like initiative because real combat is fluid, so we got rid of it. We didnât like the to hit aspect, so we created a roll off system which pits opponents against each other through a high roll wins mechanic. We also didnât like spell, armor and weapons limitations on specific classes, so we got rid of classes and created a better skill based system. Lastly, we didnât like how limited magic was nor the ease with which it could be used, so we created mechanics to allow players to do whatever they can dream of, but with the risk of a heavy price if it goes wrong. |