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<blockquote data-quote="kenada" data-source="post: 9081793" data-attributes="member: 70468"><p>I think these things are related, and it’s not just Edwards who does this. While there <em>is</em> something special about RPGs, it seems common to forget or neglect that they’re <em>also</em> still games. Until that changes, it’s going to be difficult to bridge that gap and cross-pollinate ideas from other types of games.</p><p></p><p>My homebrew system takes inspiration from various RPGs but also from video (<em>Diablo</em>¹, <em>Final Fantasy XIV</em>²) and board games (<em>Middara</em>³). If someone doesn’t like that, then that’s their problem.</p><p></p><p>[HR][/HR]</p><p>1: While the main influence was Torchbearer, my system uses an inventory grid. It’s similar to <em>Diablo</em> in that you manage your inventory by laying out items (e.g., a 2-handed sword would be written across two boxes). Encumbrance is handled not by doing math but by putting something in the box labeled as increasing your encumbrance. It’s quick and easy to visually organize your stuff. There is an equip phase in combat where you assign things to your hands. Monsters do this for their weapons but also special abilities, which lets me (theoretically) do tells like a video game.</p><p>2: Even if it can be a little repetitive, FFXIV’s does crafting as another class using the same interface as the rest of the game for performing actions on your character. In an RPG, you can do it with the same action economy as you would other activities. Having to manage durability, progress, and quality (if you want an HQ item) should provide more gameplay in an RPG than just rolling repeatedly to determine how long it took you to make something.</p><p>3: <em>Middara</em> handles movement by having you pay to leave the square. For grid-based play, this is an (obvious in hindsight) improvement over the common approach in RPGs of paying the cost to enter a square instead. Special cases are basically a non-issue. If you have 3m of movement left, and it costs 4m to exit, you don’t exit. I also use this for hex movement. Terrain type can increase the cost to leave. If you don’t have the movement to do it in one day, it takes multiple days. You can also pay movement to move about inside the hex (e.g., searching for things).</p></blockquote><p></p>
[QUOTE="kenada, post: 9081793, member: 70468"] I think these things are related, and it’s not just Edwards who does this. While there [I]is[/I] something special about RPGs, it seems common to forget or neglect that they’re [I]also[/I] still games. Until that changes, it’s going to be difficult to bridge that gap and cross-pollinate ideas from other types of games. My homebrew system takes inspiration from various RPGs but also from video ([I]Diablo[/I]¹, [I]Final Fantasy XIV[/I]²) and board games ([I]Middara[/I]³). If someone doesn’t like that, then that’s their problem. [HR][/HR] 1: While the main influence was Torchbearer, my system uses an inventory grid. It’s similar to [I]Diablo[/I] in that you manage your inventory by laying out items (e.g., a 2-handed sword would be written across two boxes). Encumbrance is handled not by doing math but by putting something in the box labeled as increasing your encumbrance. It’s quick and easy to visually organize your stuff. There is an equip phase in combat where you assign things to your hands. Monsters do this for their weapons but also special abilities, which lets me (theoretically) do tells like a video game. 2: Even if it can be a little repetitive, FFXIV’s does crafting as another class using the same interface as the rest of the game for performing actions on your character. In an RPG, you can do it with the same action economy as you would other activities. Having to manage durability, progress, and quality (if you want an HQ item) should provide more gameplay in an RPG than just rolling repeatedly to determine how long it took you to make something. 3: [I]Middara[/I] handles movement by having you pay to leave the square. For grid-based play, this is an (obvious in hindsight) improvement over the common approach in RPGs of paying the cost to enter a square instead. Special cases are basically a non-issue. If you have 3m of movement left, and it costs 4m to exit, you don’t exit. I also use this for hex movement. Terrain type can increase the cost to leave. If you don’t have the movement to do it in one day, it takes multiple days. You can also pay movement to move about inside the hex (e.g., searching for things). [/QUOTE]
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