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<blockquote data-quote="Blackmoor_Film" data-source="post: 7498668" data-attributes="member: 6968402"><p>What about using the original D&D rules and then modifying as you go.</p><p></p><p>Simply take notes and see how your players create your system for you.</p><p></p><p>If you want to add Skills into things you can use the OD&D combat chart and modify the die rolls base on attributes, or have a skill experience system of sorts but keep it simple. Thus, I am a 7th level computer programmer and I can make my die roll Vs. Cracking into this Armor class 3 computer... </p><p></p><p>Perhaps each specialization has it's own experience track.</p><p></p><p>If you used Intelligence as a basis for learned knowledge such as history or technical things, and then used wisdom as intuitive knowledge like spotting hidden things, or just plain old common sense, you could have super high IQ wonks who can think their way through things easily, but have trouble turning a doorknob because of low Wisdom.</p><p></p><p>As others mentioned a basic core rules system with quick and easy mecahnics already exists, it's more of matter of personal taste at this point. Savage worlds might be ideal too. </p><p></p><p>I like the approach a lot: a simple game system for a fast paced non combat oriented RPG.</p></blockquote><p></p>
[QUOTE="Blackmoor_Film, post: 7498668, member: 6968402"] What about using the original D&D rules and then modifying as you go. Simply take notes and see how your players create your system for you. If you want to add Skills into things you can use the OD&D combat chart and modify the die rolls base on attributes, or have a skill experience system of sorts but keep it simple. Thus, I am a 7th level computer programmer and I can make my die roll Vs. Cracking into this Armor class 3 computer... Perhaps each specialization has it's own experience track. If you used Intelligence as a basis for learned knowledge such as history or technical things, and then used wisdom as intuitive knowledge like spotting hidden things, or just plain old common sense, you could have super high IQ wonks who can think their way through things easily, but have trouble turning a doorknob because of low Wisdom. As others mentioned a basic core rules system with quick and easy mecahnics already exists, it's more of matter of personal taste at this point. Savage worlds might be ideal too. I like the approach a lot: a simple game system for a fast paced non combat oriented RPG. [/QUOTE]
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