Coming from AD&D

So after much work, I've put together yet another RPG system. Let's call it the Advanced Chainswords and Chickens system (for example). It was created as an attempt to take what was good and reasonable about AD&D, and change the elements of the game that got under my skin (in a bad way). Specifically, I wanted to maintain the heroic sword-and-sorcery feel of the game that leaned toward playability rather than realism. I wanted to maintain many of the mechanics, like having a class based system with a few major class types, having a very abstracted hit-point-based approach to fighting, and having a handful of randomly rolled, primary descriptive statistics on which to base the character's potential. Also, I wanted to make the changes in such a way that we could use campaigns, items, spells, monsters, etc. from AD&D without much effort to switching over.

Overall, I wanted to create a system that was balanced while being internally consistent. I wanted to have a system where characters would not be arbitrarily constrained simply for the sake of mechanics. I wanted to incorporate some character class types that I thought had been missing from AD&D, while lessening the power of a few that were too emphasized. I ended up stealing some ideas from Angband; Baldur's Gate, Final Fantasy, and other computer rpgs, especially on how to make statistics easier to use. I and my boyfriend have worked on this for about two years or so now with the invaluable help of several friends. Feedback is welcome (this means you!).

For the anally inquisitive, I've included a list below of the qualities for which we strived in creating this game.

Notable mechanical changes from AD&D: