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<blockquote data-quote="doctorbadwolf" data-source="post: 6967462" data-attributes="member: 6704184"><p>I really may have to show you my RPG at some point, if you're interested. It's very different, but reading your ideas feels a lot like one of the paths I almost went down when designing my game. </p><p></p><p>In my RPG, you have an Archetype, an Origin (of which race is a part), and a Boon. Your boon is character defining, and the precise rules are currently being reworked to rely less on character creativity. Previously, many players hit a solid wall of analysis paralysis because of how unguided and open ended it was. Anyway, Archeytpe and Origin give you 1/3 each of your skills, and you choose the other 1/3 freely, and both give you 1-2 skills you are especially reliable with.</p><p></p><p> Rounding things out are Traits, which are like your combination of feats and themes and such, but with point costs, and archetypes providing 1 automatically, and a discount on a handful more. </p><p></p><p>You gain levels when you've earned 100 character points, which only adds to your pool of Attribute Points. </p><p></p><p>the attributes exist as pools of spendable points, like Eberron's hero poiints, and don't directly add to skill checks. Instead you use them to reroll flubs, or to activate abilities. Each skill has basic uses that are free, like at-wills, but advanced stuff, and more powerful learned abilities like spells, require 1 or more (usually 1) AP.</p><p> So, if you remember the idea folks had to give martial characters more surges, and have their powers cost surges? It's like if you do that, but your attributes and surges are combined into to Reflex, Will, and Fortitude Surges. </p><p></p><p>I may still use that part as a model for my 4e conversion. </p><p></p><p>I've gone further than bounded accuracy in my RPG, also. Damage is almost always 1d10, unless you are doing something complex enough to add 1 or more d6. Any such complex action requires AP. HP increases pretty slowly, accordingly, and accuracy vs defense is pretty much within a dice pool range like games like The One Ring. More powerful things are harder to hit, but every creature can be hit, mathematically. The trick is getting around things like damage immunity or resistance, because research/investigation is a pillar of the game. </p><p></p><p>For my 5.4e, I'm just cutting the numbers way back, and streamlining all the math to follow similar progressions like 5e's prof bonus.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6967462, member: 6704184"] I really may have to show you my RPG at some point, if you're interested. It's very different, but reading your ideas feels a lot like one of the paths I almost went down when designing my game. In my RPG, you have an Archetype, an Origin (of which race is a part), and a Boon. Your boon is character defining, and the precise rules are currently being reworked to rely less on character creativity. Previously, many players hit a solid wall of analysis paralysis because of how unguided and open ended it was. Anyway, Archeytpe and Origin give you 1/3 each of your skills, and you choose the other 1/3 freely, and both give you 1-2 skills you are especially reliable with. Rounding things out are Traits, which are like your combination of feats and themes and such, but with point costs, and archetypes providing 1 automatically, and a discount on a handful more. You gain levels when you've earned 100 character points, which only adds to your pool of Attribute Points. the attributes exist as pools of spendable points, like Eberron's hero poiints, and don't directly add to skill checks. Instead you use them to reroll flubs, or to activate abilities. Each skill has basic uses that are free, like at-wills, but advanced stuff, and more powerful learned abilities like spells, require 1 or more (usually 1) AP. So, if you remember the idea folks had to give martial characters more surges, and have their powers cost surges? It's like if you do that, but your attributes and surges are combined into to Reflex, Will, and Fortitude Surges. I may still use that part as a model for my 4e conversion. I've gone further than bounded accuracy in my RPG, also. Damage is almost always 1d10, unless you are doing something complex enough to add 1 or more d6. Any such complex action requires AP. HP increases pretty slowly, accordingly, and accuracy vs defense is pretty much within a dice pool range like games like The One Ring. More powerful things are harder to hit, but every creature can be hit, mathematically. The trick is getting around things like damage immunity or resistance, because research/investigation is a pillar of the game. For my 5.4e, I'm just cutting the numbers way back, and streamlining all the math to follow similar progressions like 5e's prof bonus. [/QUOTE]
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