I enjoy the Action! System for its simple Attribute+Skill+3d6 mode of resolving actions. It's a pretty straightforward mechanic that tends to encourage the development of skills instead of increasing attribute scores. In my old D&D days, the only way to become significantly more powerful in combat was to increase your Strength score, not become more skilled with a sword.
As such, the Action! System has a problem with attribute scores, especially the STR score. I expect the score to express some kind of relevance to another score. For example, if a person has a 4 STR and another has an 8 STR, how much stronger is the person with the higher score? Is he twice as strong? Is he some multiple times stronger? What I found with A!SCRv1.1 is that double the STR score could make you anywhere from 1.5 times as strong to 100 times as strong. It didn't make sense to me that a STR point could increase your strength by double in some cases, but 10 - 20 percent in others.
The solution was to recalculate the scores based on a logarithmic function. The results appear in Lenga 02 - Attributes and Lenga Appendix A - Extended Attribute Tables. The result is that a character with twice the score of your character will be about six times stronger. A character with twice the INT score will be about twice as intelligent. A character with twice the REF score will have approx 3 times quicker reflexes.
MOV was also a problem. The example in A!SCR of someone with moderate scores (Swingin' Sam) allowed him to sprint at world record speed. He could have run the 100m in less than 10 seconds. According to the rules, he could have kept up the pace long enough to finish the race. A person with all 10 scores could sprint at almost 50mph!
The solution was to change the formula of the MOV score to be an Average of REF, STR, and HLT. There is also a trait for Fast Mover that allows for a direct increase in MOV. After all, the fastest runners in the world do not have a 10 STR, though they tend to have high REF and HLT.
Look for more details in Lenga, specifically chapter 2 and Appendix A.
For the definition of a Mavinian Deck of Cards, consult the Encyclopedia Hesberica here. In short, a Mavinian Deck is a five-suited deck of cards with twelve ranks in each suit. The top card is the Merchant. The next set of cards range from one to ten. The lowest card is the Servant card.
A group of people known as the Mavinian Traders use these cards for amusement as well as communication in their own language. Each deck is hand-crafted, usually by the person using a given deck. Many are crudely made with whatever material is at hand, but a few are ornately made with the Merchant and Servants cards drawn with faces.
On the downloads page you can download pdfs and an all-in-one zip file. Individual OpenOffice Draw files will be posted soon. These example files do not represent an ornate deck. Instead they will serve as a prototype deck for playtesting.
These cards are very close to Las Vegas poker card standards - 2.35" wide and 3.25" long. The corners are rounded with a 1/4" radius.
Working on Lenga, I am going through the various sections of the Action! System one by one adding things where they belong in order to facilitate the use of magic. The work thus far is:
L01 - Basics:
- Added mention of the Paranormal (PARA) Group of attributes.
- Still need to add definition for Lenga and explain that magical terms include the lenga word for that term. The use of Lenga in playing is entirely optional.
L02 - Attributes:
- Added descriptions of the PARA Group of attributes
- Changed the STR table to reflect recomputed dead lift numbers.
- Created approx IQs for various INT scores.
- Added new Derived Attribure: Mana
- Changed formula to determine MOV and changed example. The old example allowed Swingin' Sam to win the world record in the 100m Dash.
L03 - Traits:
- Created new Advantages - Mage(Echewe) and Sorcerer(Surgura) that grant characters the ability to cast spells.
- Created new Disadvantages - Night Sorcerer (Asoka Surgura) and Slow Mana Flow (mtororoke).
- Need to add new advantages/disadvantages pertaining enhancing magic.
- Need to add the ritual magic advantage - doesn't have levels like Mage/Sorcerer
L04 - Skills:
- Added Skill Groups for each of the five elemental forces. Each Skill Group automatically comes with Bolt, Blast, Wall/Shield, and CounterMagic skills.
- Need to add Skill Groups appropriate for setting.
- Need to add Skill Groups for Divination and Ritual Magic.
L17 - Magic described:
- Magic defined.
- CounterMagic defined.
- Five elemental forces explained
- Dueling explained
- Need to finish translating OGL spells to this system.
- Need to create more Water based spells.
LAA - Appendix A: Extended Attribute Tables
- Attributes generated to 120 for each score with examples if applicable.
- Removed Mega Damage category (made obsolete)
LAE - Appendix E: Divinations and Tokens
- Examples of various divinations and tokens given.
- Names of spellcasters using a specific token/divination technique will be provided in English and Lenga.