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New system design: Ashkhar RPG
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<blockquote data-quote="doghead" data-source="post: 6168142" data-attributes="member: 8243"><p>It's a perfectly good explanation. I got the impression that the game is fairly well developed, so significant changes to the system would be unlikely unless they were a significant improvement. I don't consider any of the above significant improvements, so I didn't mention them initially. But seeing as you asked, I thought I would share and you can do with it as you want. I know that I like feedback. Even if I don't agree, having to explain my thinking helps me clarify my thinking, which is a good thing.</p><p></p><p></p><p></p><p>I would use Might. Using the three physical descriptors provides better differentiation in my mind. In another example, I would use Might to break down a door, Coordination to pick the lock on the door and Movement to scramble up a wall in order to climb in through an open second story window. Similarly, I would give an orc type character good Might, but an elf type character good Coordination. </p><p></p><p>I am curious as to why you chose to create a new system. Its a lot of work. I should know - I have spent hours and filled notebooks doing it*. There are also a lot of systems out there. Creating a new one for your game means that you are competing with existing preferences rather than leveraging of existing pools of players by using one that is already out there. I like what you have done, and wish you all the best. I was just wondering.</p><p></p><p>thotd</p><p></p><p>* My most recent effort in creating a system also used Mind, Body and Spirit. I think that is what initially caught my eye with your system. However, I eventually expanded the set to include an Active and Passive (Yin and Yang) aspect to each Attribute in order to allow greater differentiation. The only system that ever saw play was more of a conversion. We ported the WHFB mechanics into WHFRP, for two main reasons really; 1. the WHFRP percentage based system was rubbish, and 2. it allowed direct incorporation of all of the WHFB material into your fantasy game. WHFB uses a d6 dice pool mechanic like yours. But eventually we converted the d6 parts to d12 and doubled the values in order to provide finer gradation. I only mention it because both experiences have similarities to your efforts.</p></blockquote><p></p>
[QUOTE="doghead, post: 6168142, member: 8243"] It's a perfectly good explanation. I got the impression that the game is fairly well developed, so significant changes to the system would be unlikely unless they were a significant improvement. I don't consider any of the above significant improvements, so I didn't mention them initially. But seeing as you asked, I thought I would share and you can do with it as you want. I know that I like feedback. Even if I don't agree, having to explain my thinking helps me clarify my thinking, which is a good thing. I would use Might. Using the three physical descriptors provides better differentiation in my mind. In another example, I would use Might to break down a door, Coordination to pick the lock on the door and Movement to scramble up a wall in order to climb in through an open second story window. Similarly, I would give an orc type character good Might, but an elf type character good Coordination. I am curious as to why you chose to create a new system. Its a lot of work. I should know - I have spent hours and filled notebooks doing it*. There are also a lot of systems out there. Creating a new one for your game means that you are competing with existing preferences rather than leveraging of existing pools of players by using one that is already out there. I like what you have done, and wish you all the best. I was just wondering. thotd * My most recent effort in creating a system also used Mind, Body and Spirit. I think that is what initially caught my eye with your system. However, I eventually expanded the set to include an Active and Passive (Yin and Yang) aspect to each Attribute in order to allow greater differentiation. The only system that ever saw play was more of a conversion. We ported the WHFB mechanics into WHFRP, for two main reasons really; 1. the WHFRP percentage based system was rubbish, and 2. it allowed direct incorporation of all of the WHFB material into your fantasy game. WHFB uses a d6 dice pool mechanic like yours. But eventually we converted the d6 parts to d12 and doubled the values in order to provide finer gradation. I only mention it because both experiences have similarities to your efforts. [/QUOTE]
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