Personally, I am in favour of a MS Word document.what would be ideal? A formatted Word or RTF document? A laid-out webpage?
Interesting. You're aiming for a sort of "pro-narrative" influence? Sounds potentially very suitable for things like bringing a character's background into play more, and the like.adding in elements from FATE (Aspects, primarily) -- Aspects are descriptive elements that can be called on to use action points (basically) or work against the player to earn action points.
So there is absolutely no chance of sudden death, or similar results? And how far can this trading go - can a character simply opt out of damage forever?Everyone has 4 hit points, most hits do one hit point, players can decide to take a condition (slow, flat-footed, fatigued) instead of damage.
Ability score/3 would seem to be a much neater fit, at first glance.Ability power scale flat -- ability score/4 is your bonus with it. Suggested ability score generation of ye olde 3d6 in order.
I would prefer either two "Fighter" classes (one Dex-based, and one Str-based), or enough flexibility within the Fighter class to allow for Str-based or Dex-based combatants. As for other abilities, I don't think they should come into it that much. All the best fighters in history, the current day, literature, and so on, are strong and/or quick.Feats to swap scores (Fight with Dex or Int or Cha instead of Str). This makes it fairly easy to be a low Str fighter if you want.
If you want feedback on them, post them up.Still trying to work out some system around that (I have about 4 different systems for magic worked out. mmmph)
Perhaps put it in Google Docs as a, well, document. This would make it accessible from any internet connected location, and you can share it with whomever you choose. You could also limit them to viewing, so you have editorial control.Well, I have everything but magic worked out and am trying to make the document legible (debating what format for the document -- which is a good question, what would be ideal? A formatted Word or RTF document? A laid-out webpage?)
The overview of the system
Goals
Somewhat inspired by older editions, and adding in elements from FATE (Aspects, primarily) -- Aspects are descriptive elements that can be called on to use action points (basically) or work against the player to earn action points.
Fairly flat power scale. Everyone has 4 hit points, most hits do one hit point, players can decide to take a condition (slow, flat-footed, fatigued) instead of damage.
Ability power scale flat -- ability score/4 is your bonus with it. Suggested ability score generation of ye olde 3d6 in order.
Feats to swap scores (Fight with Dex or Int or Cha instead of Str). This makes it fairly easy to be a low Str fighter if you want.
The big challenge I'm facing now is deciding what to do with magic. I want something easier to run and more interesting/less overwhelming than 3.5 magic, but I'm torn between that and appealing to the familiarity of core spells.
Ideally I'd like mages to have more ability to do impossible but less powerful things, with an eye toward FATE conditions. So, for example, a room might have the quality 'dark,' and a mage can wave her hands and make it 'light,' possibly costing condition or hit points.
Still trying to work out some system around that (I have about 4 different systems for magic worked out. mmmph)