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<blockquote data-quote="eduar" data-source="post: 6096762" data-attributes="member: 92658"><p>Hello all</p><p></p><p>Well I have sometime thinking on this, create my own game, this is for my games and for those who want to use it, and I will like to receive some feedback for my thoughts. The core idea of this is to make a game very simple but allows a lot of customization like LEGO, where all the math are congruent and transparent, something like an amalgam between Pathfinder and 4e but also heavily inspired in GURPS and even Rifts, but most of all that supports all kinds of games, when I say this is because virtually no game supports high level play, the Mythic playtest from Pathfinder was disappointing and DnD Next have great ideas when I read it be poorly executed in playtest at least for me, U_K is the only one that I know who did, and this is why I post this in this forum and Immortals Handbook was a great inspiration and also because I trust in the experience of the people who post here.</p><p></p><p>So lets start, this is intended to be a classless system, why? because is very customizable and also make things simple to update and allow weird combinations which would otherwise require multiclassing, prestige classes, archetypes and none of these options really convinces me. The level progression would be something like every odd level you gain a feat and every even level you gain an increment to one ability score, also every level must give you something (like points I guess) to buy abilities that are normally class abilities. So when you level up you buy the ability that you wanted also the cap level is settle according to campaign. For skills I really like what Pathfinder did. There will not be base attack and saves something that 4e did great, Why? because is the core of the problem of the broken math for high level, also I like how you just add half your level on everything. No more level adjustment or ECL just CR like Pathfinder.</p><p></p><p>Class abilities comes in any game in two types: passive and active. Passive abilities are always running not need to do anything to activate. Active abilities are activated and have some cost to activate, well here this cost will be points like the psionic point system, any kind of ability from spells to martial maneuver will have cost in this form. With this all kind of characters can have nice abilities, part of this is to make fighter like classes in something more interesting like those presented in Tomes of Battle. This abilities needs to be effective at any level.</p><p></p><p>For the magic, powers, channels, maneuvers, etc. I think in something like a combination of words of power from Pathfinder and the psionic power point, when you can merg word and augment the power with this you can have a great variety of option only knowing a few words-spells and use them at any level. I have identified six sources of power that are represented for a class and any other class is just a variation or combination of those with a different flavor:</p><p></p><p>Psionic -> Psion</p><p>Arcane -> Wizard</p><p>Divine -> Cleric</p><p>Martial -> Fighter</p><p>Stealth -> Rogue</p><p>Other -> Monk (Other is not the most precise word here but I can't find another for now)</p><p></p><p>Other things are how make monster transparent with this universal class like 3.5 but also easy and quickly to make like 4e, so you can play with a monster like a dragon or a vampire, I guess it will be something similar for races like the race builder in Pathfinder, part of this is to make the game easier for everyone players, GM and developers. Armor, shield, and natural will be damage reduction.</p><p></p><p>That is all I can remember for now, please fell free to add, help, criticize. I will add more things.</p></blockquote><p></p>
[QUOTE="eduar, post: 6096762, member: 92658"] Hello all Well I have sometime thinking on this, create my own game, this is for my games and for those who want to use it, and I will like to receive some feedback for my thoughts. The core idea of this is to make a game very simple but allows a lot of customization like LEGO, where all the math are congruent and transparent, something like an amalgam between Pathfinder and 4e but also heavily inspired in GURPS and even Rifts, but most of all that supports all kinds of games, when I say this is because virtually no game supports high level play, the Mythic playtest from Pathfinder was disappointing and DnD Next have great ideas when I read it be poorly executed in playtest at least for me, U_K is the only one that I know who did, and this is why I post this in this forum and Immortals Handbook was a great inspiration and also because I trust in the experience of the people who post here. So lets start, this is intended to be a classless system, why? because is very customizable and also make things simple to update and allow weird combinations which would otherwise require multiclassing, prestige classes, archetypes and none of these options really convinces me. The level progression would be something like every odd level you gain a feat and every even level you gain an increment to one ability score, also every level must give you something (like points I guess) to buy abilities that are normally class abilities. So when you level up you buy the ability that you wanted also the cap level is settle according to campaign. For skills I really like what Pathfinder did. There will not be base attack and saves something that 4e did great, Why? because is the core of the problem of the broken math for high level, also I like how you just add half your level on everything. No more level adjustment or ECL just CR like Pathfinder. Class abilities comes in any game in two types: passive and active. Passive abilities are always running not need to do anything to activate. Active abilities are activated and have some cost to activate, well here this cost will be points like the psionic point system, any kind of ability from spells to martial maneuver will have cost in this form. With this all kind of characters can have nice abilities, part of this is to make fighter like classes in something more interesting like those presented in Tomes of Battle. This abilities needs to be effective at any level. For the magic, powers, channels, maneuvers, etc. I think in something like a combination of words of power from Pathfinder and the psionic power point, when you can merg word and augment the power with this you can have a great variety of option only knowing a few words-spells and use them at any level. I have identified six sources of power that are represented for a class and any other class is just a variation or combination of those with a different flavor: Psionic -> Psion Arcane -> Wizard Divine -> Cleric Martial -> Fighter Stealth -> Rogue Other -> Monk (Other is not the most precise word here but I can't find another for now) Other things are how make monster transparent with this universal class like 3.5 but also easy and quickly to make like 4e, so you can play with a monster like a dragon or a vampire, I guess it will be something similar for races like the race builder in Pathfinder, part of this is to make the game easier for everyone players, GM and developers. Armor, shield, and natural will be damage reduction. That is all I can remember for now, please fell free to add, help, criticize. I will add more things. [/QUOTE]
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