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A completely new system - Is there any interest?
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<blockquote data-quote="Hautamaki" data-source="post: 2949411" data-attributes="member: 42219"><p>Ok first I'll address a few of the replies, then post the rules in totality. It should be noted that I also created a campaign world for the system, but by no means would I insist anyone use that world. Hopefully most of the things can be easily adapted to any world.</p><p></p><p>First of all, several people pointed out other role playing systems. I'm sure there are tons of great ones out there, but as an amateur game designer, I derive great joy in designing things myself. I have never even looked at any role playing system apart from D&D. I'm sure that my system has a great deal in common with many other systems, but it's just because of coincidence (or great minds thinking alike! =])</p><p></p><p>Also, I'm not trying to sell this as a D&D variant. I stated repeatedly, this is NOT D&D, and if you just want a variant or variant rules, there are loads already available, as has been pointed out. This is a whole new system from the ground up and I'm not calling it D&D, D20, or any WoTC trademark names. All I'm calling it is a fantasy role playing system which has many themes and some mechanics that are similar to D&D.</p><p></p><p>Some people made the claim that Int, Wis, Cha, etc can occasionally be mechanically useful abilities, even outside of spellcasting. Almost all of those cases can be handled by either Perception or Willpower. The very very few remaining situations (such as researching at a Library I suppose) certainly do not warrant a new ability score. The ability scores ought to be relatively balanced in terms of their utility in my opinion, otherwise the choice of where to put your points becomes less interesting, and thus less fun. Also Arkhandus mentioned that even dumb players should be allowed to have smart characters, by which he means they can roll an intelligence check to solve puzzles etc. If I come up with an exciting/interesting puzzle, I want my players to go through the experience of trying to solve it, not simply roll a DC. Why role-play at all if that's fun? Moreover, we could think of the entire game as a kind of puzzle, so wouldn't that imply that they can simply roll an intelligence/wisdom check at any time, and if successful the DM must advise them on what would be the wisest/most intelligent course of action?</p><p></p><p>Also some people didn't like the idea that a mob can be dangerous for a lone character. I suppose that's largely a matter of taste, but I hope you can see where I'm coming from. Moreover, the feeling of fear and vulnerability is actually very enjoyable when it can be experienced vicariously (for most people). A lot of the fun goes out of the game when characters feel basically invulnerable. I kind of think that most players derive a little enjoyment from the fact that if they wander out into the wilds by themselves, they actually get into danger. A high level D&D character who wanders out into the wilds by himself has almost nothing to fear unless he accidentally stumbles upon a tribe of ogre-mages or something. No high level character would even bother to wander into a goblin cave, because it would be a pointless exercise in futility for the goblins to try to kill the hero, thus making that possible scenario rather tiresome. Instead we're left with high level heroes wandering into Beholder dens, Mind Flayer lairs, and tribes of Giants. Some players obviously enjoy this, but I find it strains my credulity and moreover my suspension of disbelief that 4 humans walk into a group of 20 giants and win. I just can't picture it. Could you picture a group of 4 tiny people that come up to your knees walking onto a rugby pitch and beating the snot out of every player on both teams at once? Yet this is a common circumstance in high level D&D. If you have no problem with that, clearly this system isn't for you.</p><p></p><p>A related point argued that in a low-magic campaign things like floating cities, underwater cities, and all kinds of interesting things are prohibited against. Actually, my campaign does make use of such fantastic things--but they are strictly controlled. For instance, if I were to use a flying carpet, I would make sure the PCs can only use it to advance the plot, not use it to get around the plot. In general, if I want to introduce some fantastic thing, I merely say it is the result of the work of some deity, who created said thing for some specific reason; floating/underwater cities can and do exist--but they aren't created by mere humans. </p><p></p><p>Some people mentioned that they wanted to run their D&D campaigns more like a story--and less like a competition between the DM and the Players. This is exactly where I'm coming from; I couldn't have put it better myself. D&D right now far too frequently turns into a contest of one-upsmanship between players and DM, where the DM tries to devise a situation difficult enough to challenge and threaten the PCs, while the PCs try to come up with ways to manipulate the incredible powers at their disposal to get around or avoid these challenges but still claim the reward. Again, if that appeals to you, this system may not be for you.</p><p></p><p>One person seemed to have the mistaken idea that I powered down Ranged combat. Quite the contrary, I powered it UP a great deal.</p><p></p><p>Someone had the mistaken idea that people didn't swing greatswords. Of course they swung them! If they weren't for swinging, they wouldn't bother making a cutting edge! The use of the greatsword (as in Zweihander or Flamberge, as there isn't really a good English word for 'greatsword' in as much as the English army never really employed them in great numbers) was as a hacking weapon. It was used to counter units of polearms by hacking the long spears to pieces, then hacking the users of said polearms. Yes it could be used defensively as a piercing weapon as well but that was by no means it's primary purpose. Even a simple look at wikipedia can tell you that much.</p><p></p><p>Other than that, if I didn't specifically address a given comment, assume I agree with you. Most of your comments were indeed valid and useful.</p><p></p><p>I'll create a new thread to post the complete rules, and address all questions and comments there.</p><p></p><p>**Addendum**</p><p></p><p>Apparently the computer I'm at is too slow to post everything, so I'll have to switch computers and try again in a few hours. Sorry!</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 2949411, member: 42219"] Ok first I'll address a few of the replies, then post the rules in totality. It should be noted that I also created a campaign world for the system, but by no means would I insist anyone use that world. Hopefully most of the things can be easily adapted to any world. First of all, several people pointed out other role playing systems. I'm sure there are tons of great ones out there, but as an amateur game designer, I derive great joy in designing things myself. I have never even looked at any role playing system apart from D&D. I'm sure that my system has a great deal in common with many other systems, but it's just because of coincidence (or great minds thinking alike! =]) Also, I'm not trying to sell this as a D&D variant. I stated repeatedly, this is NOT D&D, and if you just want a variant or variant rules, there are loads already available, as has been pointed out. This is a whole new system from the ground up and I'm not calling it D&D, D20, or any WoTC trademark names. All I'm calling it is a fantasy role playing system which has many themes and some mechanics that are similar to D&D. Some people made the claim that Int, Wis, Cha, etc can occasionally be mechanically useful abilities, even outside of spellcasting. Almost all of those cases can be handled by either Perception or Willpower. The very very few remaining situations (such as researching at a Library I suppose) certainly do not warrant a new ability score. The ability scores ought to be relatively balanced in terms of their utility in my opinion, otherwise the choice of where to put your points becomes less interesting, and thus less fun. Also Arkhandus mentioned that even dumb players should be allowed to have smart characters, by which he means they can roll an intelligence check to solve puzzles etc. If I come up with an exciting/interesting puzzle, I want my players to go through the experience of trying to solve it, not simply roll a DC. Why role-play at all if that's fun? Moreover, we could think of the entire game as a kind of puzzle, so wouldn't that imply that they can simply roll an intelligence/wisdom check at any time, and if successful the DM must advise them on what would be the wisest/most intelligent course of action? Also some people didn't like the idea that a mob can be dangerous for a lone character. I suppose that's largely a matter of taste, but I hope you can see where I'm coming from. Moreover, the feeling of fear and vulnerability is actually very enjoyable when it can be experienced vicariously (for most people). A lot of the fun goes out of the game when characters feel basically invulnerable. I kind of think that most players derive a little enjoyment from the fact that if they wander out into the wilds by themselves, they actually get into danger. A high level D&D character who wanders out into the wilds by himself has almost nothing to fear unless he accidentally stumbles upon a tribe of ogre-mages or something. No high level character would even bother to wander into a goblin cave, because it would be a pointless exercise in futility for the goblins to try to kill the hero, thus making that possible scenario rather tiresome. Instead we're left with high level heroes wandering into Beholder dens, Mind Flayer lairs, and tribes of Giants. Some players obviously enjoy this, but I find it strains my credulity and moreover my suspension of disbelief that 4 humans walk into a group of 20 giants and win. I just can't picture it. Could you picture a group of 4 tiny people that come up to your knees walking onto a rugby pitch and beating the snot out of every player on both teams at once? Yet this is a common circumstance in high level D&D. If you have no problem with that, clearly this system isn't for you. A related point argued that in a low-magic campaign things like floating cities, underwater cities, and all kinds of interesting things are prohibited against. Actually, my campaign does make use of such fantastic things--but they are strictly controlled. For instance, if I were to use a flying carpet, I would make sure the PCs can only use it to advance the plot, not use it to get around the plot. In general, if I want to introduce some fantastic thing, I merely say it is the result of the work of some deity, who created said thing for some specific reason; floating/underwater cities can and do exist--but they aren't created by mere humans. Some people mentioned that they wanted to run their D&D campaigns more like a story--and less like a competition between the DM and the Players. This is exactly where I'm coming from; I couldn't have put it better myself. D&D right now far too frequently turns into a contest of one-upsmanship between players and DM, where the DM tries to devise a situation difficult enough to challenge and threaten the PCs, while the PCs try to come up with ways to manipulate the incredible powers at their disposal to get around or avoid these challenges but still claim the reward. Again, if that appeals to you, this system may not be for you. One person seemed to have the mistaken idea that I powered down Ranged combat. Quite the contrary, I powered it UP a great deal. Someone had the mistaken idea that people didn't swing greatswords. Of course they swung them! If they weren't for swinging, they wouldn't bother making a cutting edge! The use of the greatsword (as in Zweihander or Flamberge, as there isn't really a good English word for 'greatsword' in as much as the English army never really employed them in great numbers) was as a hacking weapon. It was used to counter units of polearms by hacking the long spears to pieces, then hacking the users of said polearms. Yes it could be used defensively as a piercing weapon as well but that was by no means it's primary purpose. Even a simple look at wikipedia can tell you that much. Other than that, if I didn't specifically address a given comment, assume I agree with you. Most of your comments were indeed valid and useful. I'll create a new thread to post the complete rules, and address all questions and comments there. **Addendum** Apparently the computer I'm at is too slow to post everything, so I'll have to switch computers and try again in a few hours. Sorry! [/QUOTE]
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