Anybody here play a homebrew system?

Jeph

Explorer
Okay, I want to know about the homebrew systems that ya'll use. Why? Because I'm writing a game for a custom setting I made. I had originally planned to do it in d20M, but then decided it didin't completely fit, I'd have to do so much tailoring I might as well make up a new game. And I like creating new games, it's fun. :) I've found a SFRPG by Psion (it can be found here, but haven't seen anything by the rest of you.

As for my game, it's a relatively standard angels vs. demons thing with humans caught in the middle. Stats run from 1 to 3, skills from 0 to 2. There are 9 stats, divided into 3 categories: Physical has Strength, Toughness, and Dexterity; Mental has Intelligence, Awareness, and Charisma; and Spiritual has Faith, Fate, and Willpower. There are 14 pretty broad normal skills and then 6 magic skills. Task resolution is roll a number of d8s equal to stat+skill, take highest, if any other dice come up 7 or 8 they add +1 to the check result, compare vs. difficutly (easy=4, average=6, hard=8, straining=10, practically impossible=12).

So, what are your systems/settings like?
 

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Used to. A friend could never roll high on a d20 so he devised a system where rolling low was good. It was simple but worked well. Everything was point based and we used it for fantasy, supers, and star wars.
 

Cool. How'd it work? from what I've seen in my research, roll-under systems are pretty common. What was the mechanic?
 

I have my own homebrew. As sson as I finish this campaign up of D$D 3E I'll probably run it again. It has been developed for about 12 years and just in the last 5 has become unique and self contained as well as play tested. I love it and so do my players. Its a bit more complex than 3E but I like having all the options available to characters in my game. Of course my present campaign will be at least a year before winding up so it will be a little while.

Later
 

Stats ranged from 8-12. Basically you had 60 points to spend on the six stats. The stats were basically the same as D&D under different names. Different races had different stat ranges.

Life was measure by Con score, skills went higher then the stats all you needed to do was roll lower then the skill. There were modifiers based on difficulty as and a you could spend XP to make the rolls easier.
 

I ran a long term campaign (3 years) in a homebrew system called Age of Heroes. The guy who wrote is moved his website, so I do not know if it is still available.
 

No, I may heavily tweak systems, or better yet, I may "kit-bash" systems, but I don't make up systems whole cloth. Not that I haven't dabbled there, but I've decided over the years that I care less about systems (assuming I can adapt it to fit my needs) and more about setting and story.

But I am a big fan of "kit-bashing" systems. Right now, though, I'm thinking more of kit-bashing different games within the d20 system: a "D&D" game using kitbashed d20 Modern, d20 Call of Cthulhu and a few actual D&D rules.
 

Joshua Dyal said:
But I am a big fan of "kit-bashing" systems. Right now, though, I'm thinking more of kit-bashing different games within the d20 system: a "D&D" game using kitbashed d20 Modern, d20 Call of Cthulhu and a few actual D&D rules.

Heheh, consider the term "kit-bashing" yoinked! :D
 

kengar said:
Heheh, consider the term "kit-bashing" yoinked! :D
Yeah, it's a great term! I don't really hang out a lot with big-time model makers, but I heard it years ago in the model railroading context. Ever since, I've never heard a better term for just mixing elements together to come up with something new.
 


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