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Designing my own system looking for help
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<blockquote data-quote="John Out West" data-source="post: 7560212" data-attributes="member: 6893656"><p>I'll see if I can give a nudge in the right direction.</p><p></p><p>Similarly, i made an RPG that i tried to make as different as possible from traditional RPGs. One of the key decisions was to make the main game mechanic based on a deck of 52 cards rather than dice. This helped, as I couldn't rely on any other game, since I knew no other D52 games at the time, which allowed me to bask in creativity. Changing the core game mechanic of your game to something that you've never seen before would unleash your creativity, and keep you from borrowing mechanics from other systems.</p><p></p><p>I made a similar magic system that weaved magic together, although i used "Tradition, Grit, Luck, and Fortitude," as my "Mana." Mixing them together would create a different spell for each combination, and players would draw mana randomly, so players would have to calculate what spells they could do, and what spells would lock out other spells. Additionally, players couldn't read from the spell book until they cast the spell, so they had to rely on memory to know which spell they were casting. This got exponentially more difficult each tier, as adding one more mana could quadruple the number of possible options. I based it largely off an old Warcraft 3 mod i played years before. There's a free version on <a href="https://westboundgame.com/" target="_blank">my website</a> if you want to see what I did and how it works more in depth.</p><p></p><p>That being said, from what you're saying it sound like you want to make something more similar to the <a href="https://transistor.gamepedia.com/Functions" target="_blank">Transistor Function System</a>, where each spell had a basic form, which then could be augmented by another spell. Fire would create a small ball of fire, but Fire Force would send that ball flying at an enemy, and Fire Force Force would explode that ball on contact.</p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="John Out West, post: 7560212, member: 6893656"] I'll see if I can give a nudge in the right direction. Similarly, i made an RPG that i tried to make as different as possible from traditional RPGs. One of the key decisions was to make the main game mechanic based on a deck of 52 cards rather than dice. This helped, as I couldn't rely on any other game, since I knew no other D52 games at the time, which allowed me to bask in creativity. Changing the core game mechanic of your game to something that you've never seen before would unleash your creativity, and keep you from borrowing mechanics from other systems. I made a similar magic system that weaved magic together, although i used "Tradition, Grit, Luck, and Fortitude," as my "Mana." Mixing them together would create a different spell for each combination, and players would draw mana randomly, so players would have to calculate what spells they could do, and what spells would lock out other spells. Additionally, players couldn't read from the spell book until they cast the spell, so they had to rely on memory to know which spell they were casting. This got exponentially more difficult each tier, as adding one more mana could quadruple the number of possible options. I based it largely off an old Warcraft 3 mod i played years before. There's a free version on [URL="https://westboundgame.com/"]my website[/URL] if you want to see what I did and how it works more in depth. That being said, from what you're saying it sound like you want to make something more similar to the [URL="https://transistor.gamepedia.com/Functions"]Transistor Function System[/URL], where each spell had a basic form, which then could be augmented by another spell. Fire would create a small ball of fire, but Fire Force would send that ball flying at an enemy, and Fire Force Force would explode that ball on contact. Hope this helps! [/QUOTE]
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