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Anybody here play a homebrew system?
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<blockquote data-quote="s/LaSH" data-source="post: 614215" data-attributes="member: 6929"><p>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).</p><p></p><p>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:</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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 <strong>really</strong> tactical, not just 'I've got a big sword'.</p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 614215, member: 6929"] 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 [b]really[/b] 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. [/QUOTE]
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