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My own RPG [WIP] - input needed

Bump. With the hot discussions about 5e, why not support a fan's work, which *might* be better than 5e (i.e. easier, simpler, more realistic, less bloated)?
 

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Moja mechanika - Treskri

The above (everything done up to now) is in Polish, but Google Translate does its job well. I won't translate everything into English now, because it's still in development. But it will have an English translation when it's finished.

The skill system is 100% done (I only have to add the missing descriptions). The classes are about halfway done - that is, some of the classes are missing. There are several examples of manevuers, advancement paths (equivalent of PrCs) and monsters. Combat rules are 90% done. Equipment lists are halfway done.

I'm wondering whether to leave 'advantages' (feats, special qualities, special attacks lumped together) as they are or should I use something similar to talent trees from SW?

Should I stick to the D&D nine-alignment system (modified a bit) or should I use something else?

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I need your input!
 

I agree!

even without 5e, though, good design work is good design work. I await the news that you've translated the work!

Will you be doing playtests? I hope you're doing them already: I have my home group for that, and we have a great time.
 

I agree!

even without 5e, though, good design work is good design work. I await the news that you've translated the work!

Will you be doing playtests? I hope you're doing them already: I have my home group for that, and we have a great time.

"Good design work"? You think this is *that* good?
Unfortunately, none of my closest friends play any RPGs, so I'm not doing playtests at the moment. After it's 100% finished, I'll publish it somewhere (in Polish) as free pdfs, and then I'll do the English translation. And then you're welcome to playtest...
Right now it's mostly me asking questions or asking more experienced RPGers to pick the best of my two or three ideas. And then I try to make the choices work together.
 

"Good design work"? You think this is *that* good?

Hah@! I actually have no idea, I haven't read them. HOWEVER, I think that the process of designing rules is a fun process. It could be a good system, and I'm supportive of the process as I'm going through it myself.


My plan includes taking newbs and teaching them RPGs to form a group of dedicated players. If it's a good game, you can keep it going, and eventually they'll be super stars.

I mean, if you're making your own rules, you should have the decency to make some players, too! Focus on the story, not your rules or your process, and watch them have fun or ask questions. If the rules don't work or aren't clear, you know where you need to fix them.
 

Armors give DR now.

I tweaked the prices - mundane equipment (poles, ropes, food rations) are for a number of cp, normal equipment (armor, weapons, mounts) for a number of sp, and magic items are for gp. The numbers are mostly the same as in D&D 3.5 or PF. This is to reflect the fact that magic items are extremely rare and hard to obtain. I'm also wondering whether I should give some items a XP price.

To be done:
- manevuers
- a description of ability scores in RL terms
- short description for each class
- magic items
 




[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]1) HP renamed to Stamina Points. 1/2 and other fractions changed to be the full number of advantages.
2) Compulsory training introduced.
3) Trying to decide which dice are the best.
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[/FONT]
 

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