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<blockquote data-quote="GMMichael" data-source="post: 6698954" data-attributes="member: 6685730"><p>Reposting, as long as you don't mind, and possible solutions for your system from my system:</p><p></p><p>1. Bell curve task resolution, skill over random luck.</p><p>Try using story-based outcomes instead of pass/fail outcomes. Since 3d6 takes a long time, as clearly evidenced by the Titansgrave videos, stick with rolling a d20, but alter the <em>outcomes</em>. If you roll 13 or lower and FAIL, or even a 1 and CRITICALLY FAIL, yeah, it can feel like random luck. But if you roll 13 or lower and get an "unfavorable" outcome, and still get to dictate what your character does, it can feel less random.</p><p></p><p>2. Non-cookie cutter classes, customizing.</p><p>Well, my game passed on classes, but includes all the elements you need to create a class-like feel. Want a fighter? Put your attribute points in Physical, your skill points in Fight and Defend, and pick some life-preserving perks. Want a wizard? Put your attribute points in Metaphysical, study your spells, and turn your staff into a Spell Implement. </p><p></p><p>3. Non-godlike levels.</p><p>For a flatter level curve, you need levels that don't award a whole lot. I went with 1 attribute point, 1 skill point, and a perk for each level.</p><p></p><p>4. Different styles and mechanics for magic, and required rolls.</p><p>Roleplaying can go a long way for this. It's the difference between the player saying "I cast Fire2" and just rolling the die, or saying "I tear another fingernail out and scream to the Fire god. which is my fire2 spell..." and then rolls.</p><p></p><p>- Perception stat.</p><p>Didn't catch which Thing this was. But it really depends on what your Stats are. Some games make them fundamental aspects of the character, others make them permanent skills. Some blend the two. I defined attributes/stats as a character's "inherent power," which skills are something that improve as a character gains knowledge or experience. If your perceptive abilities don't change a lot, make it a stat. If they do, make it a skill.</p><p></p><p>6. Step-by-step character development, highly customizable.</p><p>This gets a lot easier when your levels are flattened out, as I mentioned earlier. Also, make sure you don't have character features that are dedicated to one class only (like Magic).</p><p></p><p>7. No hit points, wound system.</p><p>I'm not a big fan of hit points either. So I tossed them out, and made damage basically count against attributes. But instead of wounds, I gave players the option of acting out wounds in exchange for boons. If you don't take the wound, you don't get the boon. <a href="https://www.youtube.com/watch?v=QRSkCIx_-Qo" target="_blank"> I made that up.</a></p><p><a href="https://www.youtube.com/watch?v=QRSkCIx_-Qo" target="_blank"></a></p><p></p><p>8. Armor that reduces damage, skill-based combat system. Dodging stupid, parrying good.</p><p>I think we're seeing eye-to-eye here. I went with armor reducing damage, fight skills, a single parry skill (good for all physical defenses), and combat positioning that simulates any sort of maneuver that would reduce damage, in an abstract way. </p><p></p><p>9. Variety of races & concise system of building races.</p><p>Superficial differences don't need rules. A player should be as free to make up his race as he is height, weight, and beard-length. Just put racial abilities in the same system as all other abilities, or grant some bonus ability options that can ONLY be racial.</p><p></p><p>10. Variety of dice.</p><p>Why neglect some dice? Let's use 'em all. I use dice in a similar way to Savage Worlds: increasing sides of a die indicates increasing proficiency. As long as a character does some things well and some things poorly, the player won't have any dice collecting dust.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6698954, member: 6685730"] Reposting, as long as you don't mind, and possible solutions for your system from my system: 1. Bell curve task resolution, skill over random luck. Try using story-based outcomes instead of pass/fail outcomes. Since 3d6 takes a long time, as clearly evidenced by the Titansgrave videos, stick with rolling a d20, but alter the [I]outcomes[/I]. If you roll 13 or lower and FAIL, or even a 1 and CRITICALLY FAIL, yeah, it can feel like random luck. But if you roll 13 or lower and get an "unfavorable" outcome, and still get to dictate what your character does, it can feel less random. 2. Non-cookie cutter classes, customizing. Well, my game passed on classes, but includes all the elements you need to create a class-like feel. Want a fighter? Put your attribute points in Physical, your skill points in Fight and Defend, and pick some life-preserving perks. Want a wizard? Put your attribute points in Metaphysical, study your spells, and turn your staff into a Spell Implement. 3. Non-godlike levels. For a flatter level curve, you need levels that don't award a whole lot. I went with 1 attribute point, 1 skill point, and a perk for each level. 4. Different styles and mechanics for magic, and required rolls. Roleplaying can go a long way for this. It's the difference between the player saying "I cast Fire2" and just rolling the die, or saying "I tear another fingernail out and scream to the Fire god. which is my fire2 spell..." and then rolls. - Perception stat. Didn't catch which Thing this was. But it really depends on what your Stats are. Some games make them fundamental aspects of the character, others make them permanent skills. Some blend the two. I defined attributes/stats as a character's "inherent power," which skills are something that improve as a character gains knowledge or experience. If your perceptive abilities don't change a lot, make it a stat. If they do, make it a skill. 6. Step-by-step character development, highly customizable. This gets a lot easier when your levels are flattened out, as I mentioned earlier. Also, make sure you don't have character features that are dedicated to one class only (like Magic). 7. No hit points, wound system. I'm not a big fan of hit points either. So I tossed them out, and made damage basically count against attributes. But instead of wounds, I gave players the option of acting out wounds in exchange for boons. If you don't take the wound, you don't get the boon. [URL="https://www.youtube.com/watch?v=QRSkCIx_-Qo"] I made that up. [/URL] 8. Armor that reduces damage, skill-based combat system. Dodging stupid, parrying good. I think we're seeing eye-to-eye here. I went with armor reducing damage, fight skills, a single parry skill (good for all physical defenses), and combat positioning that simulates any sort of maneuver that would reduce damage, in an abstract way. 9. Variety of races & concise system of building races. Superficial differences don't need rules. A player should be as free to make up his race as he is height, weight, and beard-length. Just put racial abilities in the same system as all other abilities, or grant some bonus ability options that can ONLY be racial. 10. Variety of dice. Why neglect some dice? Let's use 'em all. I use dice in a similar way to Savage Worlds: increasing sides of a die indicates increasing proficiency. As long as a character does some things well and some things poorly, the player won't have any dice collecting dust. [/QUOTE]
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