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(+1)

Omnimyth Fables is a medium-crunch fantasy adventure game with a deeply creative engine and some cool mechanical flourishes that should interest anyone who wants to play something that's technically in the same family as DnD, but very, very different.

The PDF is 72 pages, with very easy to read layout and some solid art, and the game is designed to be easy to switch to other genres and settings---so long as it stays an adventure game.

Mechanically, though, is where Omnimyth gets interesting.

Let's take the EXP system for example. You don't accumulate universal points from killing creatures and achieving objectives. You have three kinds of exp currencies, one for plot-related accomplishments, one for side-objectives, and one for roleplaying and character advancement. In a typical game, you need a point in each to level, but your GM can change that, making it so that, say, you only level through side objectives and you need to complete two to level up. Or maybe you level mostly through advancing the plot, but you also need at least one point of RP.

This approach, taking something familiar and reworking it from the basics, is how Omnimyth approaches most design problems.

You don't have any dead, unhelpful stats. There's really only one skillset that doesn't *quite* feel as effective as the others (presence, convince, bluff, and entertain feel like they overlap a bit too much.) There's a meta-currency, Serendipity Points, that you can use to (sometimes) resist the tyranny of the RNG. Character abilities aren't class-driven; you get a pool of points to custom-build your own new powers each level.

Combat is grid-map-based though, and skill checks fall back on the d20, so Omnimyth's experience isn't going to feel unfamiliar to someone who's played DnD, but it feels like a solid step in a new and different direction.

Overall, I would recommend this to anyone who's interested in modding or making your own content, as well as to D20 fans who want a familiar engine to build their custom campaign or setting. It's *also* good if your whole group likes homebrew, because of how tolerant it is of letting everyone brew as they go.


Minor Issues:

-Page 10, Trait Limits And Growth, "your traits are limited by the level of your character" I couldn't figure this one out. Does it mean you can't have a trait that's higher than your current level? Or is this just saying that you get more trait points as you level?

-Page 16, Serendipity, "ability points" You might want to add a pointer here directing to the Ability Points section, since we've only read about Trait Points up to this point.

(+1)

Thank you so much for the review and read-through. Regarding trait points, your second reading is correct but it's unclear due to an error on my part, in one of the initial tests of the system traits were limited by level and I re-interpreted that line when I was doing edits instead of removing it entirely, the result is unclear.

I'm working on a full re-write of the book that re-structures the way that a lot of the information is presented, hopefully that will resolve the issue with the rate at which the concepts of ability points/serendipity points are introduced.

If you ever have any questions or want to give some input on the development of the update feel free to jump into our discord!