Anybody here play a homebrew system?


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We had a house system about 90% finished when 3e came out and we dropped it.

It was percentile based, with stats modifying skills, special abilities that had to be taken in a certain "cascade" or "feat chain", and so on.

In the end, we picked up d20 and noticed how incredibly similar they were (except our house system was less granular because we were working in percentiles instead of 5% blocks).
 

I once did a system that used d20 (it started out D% but we decided it had too much chance of failure.

Anyway the system was rules light, skill-based and generally freeform

Ability Scores used a 6 points and ranged from -3 to +3 (with modifiers for race etc) eg a Giant might have a Power+3 thus gaining a Max Power of +6

The Abilities were
POWER (Str/Con), AGILITY (Balance and Flexibility), DEXTERITY (Hand-eye Coordination), PERCEPTION (Observation, Senses), INTELLIGENCE (Knowledge and Learning), WISDOM (Arcane skills, Insight, Sense Motive etc), CHARISMA (Presence and Diplomacy etc)

Anyway these abilities were the basis of Proficiency Tests and a PC could develop a proficiency in anything they wanted (from Abseiling to Zoology:))

Anyway each character got a PDP (Proficency Development Pool) of d10 points and additional PDPs basically replaced XP in the system

so for instance a PC with high POWER might take Proficiencies in Lifting Weights (+2 to Power), Endurance (+1) and Fortitude (+2)

When ever they were called on to do a task they would then test their Aptitude (Ability+Proficiency) against a set Difficulty using d20+Aptitude

eg Malcom the Barbarian (POW +2 Lifting Weights +2 Endurance +1 and Fortitude +2) needs to Move the giant boulder that is blocking the entrance to the Cave mouth. He argues that his lefting weights proficincy should help and so does the test of d20+Pow+ Lifting Weights (D20+2+2) against a Difficulty of 18

if Malcolm had a 'Push' proficiency the Difficulty might have been 15 instead

COMBAT
Weapon proficiencies were based on Coordination and each Weapon was a seperate proficiency

Attacks were made and then the target got a Defensive Proficincy test (Coordination for Parry, Agility for Dodges and Power for Damage Reduction) if they so chose
Armour added to Hit Points which was POW+D10

POWERS (Feats and Class abilities)
POWERS were also Proficincies but usually had a higher PDP cost. So for instance Malcom might chose the Rage Power with a PD cost 3 and this would be added as a new POWER Proficiency. Spellcasting was also a Proficiency (based on WISDOM) with each School being a seperate proficiency (Spells were created freeform using a particular formula based on School (determined effect), Target size, range, duration, and the power and complexity of the spell.)
 

I'm currently polishing a homebrew system. I decided partway through the 90s that D&D wasn't fluid enough and had all sorts of little flaws. My Twilight engine should clear up those flaws and introduce a whole lot of other flaws (I have no doubt).

The philosophy eventually became to provide a system that could handle anything. Sounds grandiose, I know, but I think I've pulled it off using a totally classless, levelless system. Here's the basis of it:

There are three main stats, Body, Mind and Spirit. (I used to call them Physical, Mental and Spiritual, but the abbreviation wasn't worth the hassle.) You damage each stat independantly, which actually makes taunting in combat really useful because it completely ignores armour and goes straight to Mind damage. Each stat has three attributes (strength, agility, appearance, dedication, intellect, presence, power, channeling and fate).

You have skill points (counting 'native skills', like having legs or the ability to breathe air - yes, those are legitimate areas of improvement). Skill points buy eeeverything, like weapon group skills, spellcasting skills, or even just the ability to hit someone really hard with your fist. All equipment gives a specific skill bonus (or replacement), which makes calculating costs really easy.

Having thus defined your character, you have the ability to make different-sized actions for larger results; the mechanic is very quick, and involves rolling a big handful of 6-sided dice. Lower is better. Everyone acts simultaneously, which makes combat really tactical, not just 'I've got a big sword'.

The system isn't quite in playtesting yet, but when I've got the rules hammered out (and a d20 conversion) I'll bring it to the world's attention. And I think being able to play a thief who can walk through walls is a good thing (for that is really the kind of thing the system was built to do). Think of it as prestige classless, if you'll pardon the awful pun.


PS: It's based on a system that saw many different incarnations, and required a calculator to run. Twilight is Nocturne's successor, if only because it's just as flexible and (hopefully) about as quick to run as D&D.

PPS: You have to parry or dodge as specific actions to avoid getting hit. Did I mention that? It makes multiple enemies that much deadlier. I have heard it said that one man against six on open ground is a foregone conclusion in favour of the six. In D&D that's just not true, and I do love the old d20, but Twilight... hey, I'm allowed to brag, it's the work of half a decade.
 

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