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My own RPG [WIP] - input needed

Zireael

Explorer
http://treskri.wikidot.com/mechanika-dla-treskri

Everything done up until now. It's in Polish, but Google Translate does it's job well:

http://translate.google.com/transla...n&u=treskri.wikidot.com/mechanika-dla-treskri

English translation to come when it's finished (I don't have enough time to keep track of two language versions in development).Main features:
- use of d6
- point buy to determine attributes
- point buy to create character (somewhat like L5R)
- lack of levels
- saving throws as in D&D
- attributes as in D&D, but replaced by the modifiers (i.e +1 to +10 scale, medium is +3)
- Stamina Points representing the character's stamina
- action points instead of the minor/move/full-round
- body parts specified for damage as an optional rule
- 'advantages' bought for XP
- XP given by the DM as he wishes
- some of the more powerful 'advantages' require ranks (a certain number of XP has to be spent earlier)
- no criticals, no random damage dice
- no spell failure
- changed armor check penalties
- advancement paths for given classes
- completely remade skill list
- use for every attribute
- non-combat advantages exist
- tweaked item and equipment prices
- every class (fighter and magic-user to use the AD&D terminology) uses the same system
- every class has access to manevuers (a bit of a cross between Tome of Battle and 4e)
- using manevuers (whether they be spells or not) requires you to be in your deity's favor
- XP price for some potentially unbalancing spells (scry, teleport etc.)

Comments and/or input needed. I'm not scared of critique - quite contrary, I need it!

Thanks in advance,
Zireael
 
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What are you trying to do and why? What sort of game?

Also the core problem with Linear Fighter, Quadratic Wizard was the spells. Or more accurately the wizards starting magical, turning cinematic, and going upwards to Exalted. The fighters in 3.X (ignoring the Bo9S) never even turn cinematic.
 

What are you trying to do and why? What sort of game?

Also the core problem with Linear Fighter, Quadratic Wizard was the spells. Or more accurately the wizards starting magical, turning cinematic, and going upwards to Exalted. The fighters in 3.X (ignoring the Bo9S) never even turn cinematic.

I want something that:
a) does not require my players to own a lot of splatbooks
b) has less tables and "off-one's-head" numbers than D&D
c) has fighters-types and wizard-types as nearly equal
d) is more realistic (alias it avoids what my friends termed "peeling a potato" - 1 hp of damage, 1 hp of damage..... ..... death.

That's why I want a single system for all classes, not like in 3.5, where wizards get x spells per day and a warrior has nothing and a warblade (Tome of Battle) has x per encounter.
I want all classes to use x per day or x per encounter system.
 

Have you looked at 4e? It's not perfect, but it seems to achieve some of your goals, at least regarding everyone using the same per-encounter system.
 

Have you looked at 4e? It's not perfect, but it seems to achieve some of your goals, at least regarding everyone using the same per-encounter system.

4e has a per-encounter system, but too complex for my tastes. And doesn't allow multiclassing. And feels like a tactical (miniatures) game, not a RPG.

And it does necessitate splatbooks and erratas and char builder and D&D Insider...

So no. I want something that has the best things from the systems I know (AD&D, D&D 3.5, Pathfinder, D&D 4e)...
 

I want something that:
a) does not require my players to own a lot of splatbooks
b) has less tables and "off-one's-head" numbers than D&D
c) has fighters-types and wizard-types as nearly equal
d) is more realistic (alias it avoids what my friends termed "peeling a potato" - 1 hp of damage, 1 hp of damage..... ..... death.

That's why I want a single system for all classes, not like in 3.5, where wizards get x spells per day and a warrior has nothing and a warblade (Tome of Battle) has x per encounter.
I want all classes to use x per day or x per encounter system.

I'm reading "Fantasy Heartbreaker" here. D&D knockoff with some undoubted improvements that isn't really worth the hassle. Which isn't to say you shouldn't do it, but I'd change the shell away from a D20 based one for various reasons.

The main one is that linear hp increases are always going to lead to the peeling a potato effect, and level increases tend to do that.

The second is that in order to have a unified resolution mechanic that includes magic, you're going to have to treat spells as skills most of the time. And to do that reliably you need more detailed skill rules. You also need to prune spells right back to the weaker end of the spectrum (blasty is fine, illusion and divination can be interesting).

Hmm... Cut the wizard class, make each combat spell a feat, and use something like the 4e ritual rules for non-combat casting?
 

the shell away from a D20 based one

What "shell" would you use then? D&D (and it's various variants) are the systems I'm most familliar with.

Speaking of hp, there's variant rules with Wound Points, damage save and what not.
 

A friend suggested I change the skill system to "bullet"-based one, y'know, where you upgrade the skills not by ranks as in D&D, but rather in "stages" - novice, master etc. Is it doable?
 


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