Have you seen Red Leaf Games D(Liberation)20 System?BluWolf said:I said classes and levels simply because it is there and does not need to be fleshed out. I would like to see a completley point-buy or equivalent system worked out in D20. It may be interesting.
But if you start putting restrictions like that on, aren't you losing the vaunted 'total flexibility' that point buy? In which case, what is the point?interwyrm said:I need a little clarification on that... do you mean that you have to keep skills in the bins close to each other? Or do you mean that you can't put a whole lot of points in one bin, without putting some in others? If it's the first, I think that's a great idea, and when I finally get around to designing my rpg system, that will probably go in it.
I believe that's true of Savage Worlds.EdL said:I prefer a system to have levels and point buy, but no classes. However, I don't know of any.![]()
The Wheel of Time RPG has a scalable spell system with classes, levels and slots. Doesn't model the magic in the actual novels perfectly (although reasonably well IMO), but is still an excellent general purpose magic system.interwyrm said:My point is that there are far too many spells in D&D. The spell I was suggesting actually works best with a magic system where you have to roll against a target number to suceed (and maybe expend resources like hp to make up the difference) The idea is that the basic spell seed has a target number, and the different modifications increase that target number.
I think that this system would work well. When you have a classed system with spells in levels 0-9, you can't really do that so well
You know, apart from the the differences in what exactly constitutes a skill, you could have been describing D&D 3.5 there.Rasyr said:In those two systems, you have levels, and you have professions (i.e. classes). Yet, in both those systems you also have a large amount of freeform development as well. Each profession gains a number of Development Points, and uses those to purchase the skills that they want, thus allowing for better shaping of the character you want.
Any character may learn any skill (and spells are learned just like skills are), but their profession/class determines how easy or hard it is to learn that skill. And levels work as breakpoints, making it easier for a GM to gauge how powerful a character is in relation to others.
BluWolf said:I said classes and levels simply because it is there and does not need to be fleshed out. I would like to see a completley point-buy or equivalent system worked out in D20. It may be interesting.