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<blockquote data-quote="amerigoV" data-source="post: 6298090"><p>A buddy of mine and I made The Greatest Game System Ever! (tm) Versions 1 and 2 (heh, some irony right there).</p><p></p><p><strong>V1 had the following attributes:</strong></p><ul> <li data-xf-list-type="ul"> Used percentile</li> <li data-xf-list-type="ul"> Had several skill ranks (apprentice, journeyman, master, etc), </li> <li data-xf-list-type="ul"> The Grand Differential Table (so a Dagger could kill you no matter what level you are)</li> <li data-xf-list-type="ul"> Continuous Action System (movement takes so much time, casting, attacking, etc)</li> <li data-xf-list-type="ul"> I do not remember what we called them, but things akin to Feats/Manuevers</li> <li data-xf-list-type="ul"> Fix HP, and you had skill in both attack / defense. Resisted rolls.</li> <li data-xf-list-type="ul"> A dynamic spell creation system - leading to the Infamous Vacuum Lung Death! (don't ask)</li> </ul><p></p><p>It failed utterly in play - the fixed HP with escalating attack/defense skills is perfectly logical but utterly boring - "miss, miss, miss, miss, miss, miss, Dead". It made me appreciate the D&D approach (all those little HP markoffs are more like misses, but not as frustrating). I also appreciated why D&D had spells - trying to balance a free form magic system is a nightmare.</p><p></p><p><strong>V2 had the following attributes:</strong></p><ul> <li data-xf-list-type="ul"> This was influenced by d6 Star Wars and the dice pools</li> <li data-xf-list-type="ul"> Only used d6s to do things - each attribute and skill had more d6s the better you were</li> <li data-xf-list-type="ul"> Roll and count up 6s. In a fight, it was resisted. Lose the difference on your skill during the fight (so when you ran out of d6s in the skill, you "lost"). A sort of death spiral.</li> <li data-xf-list-type="ul"> Just used D&D spells and you need a number of successes to cast</li> <li data-xf-list-type="ul"> Wild die - one of the d6s was a different color. If you rolled a 6, you could roll again and count it in the total. It could keep going each time there was a 6 rolled.</li> </ul><p></p><p>Overall, it ran pretty well. Fast in combat and not overburdened with skills (we had like 5 attributes with no more than 4 skills under each). But it became wearisome to "fill in the cracks" - for example if someone wanted to Turn Undead, or how to make a certain type of monster. Too much time fleshing out the game vs. just playing.</p><p></p><p>Thankfully, D&D 3.x came out about then. I enjoyed the time with GGSE and learned to appreciate the design elegance of core D&D. I was tired of making the patchwork run.</p><p></p><p>But then I found Savage Worlds. Its was the perfect fusion between what I liked (or what I liked about what we were trying to do) between V1 and V2. I have threatened to sue them for taking my ideas and making them work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="amerigoV, post: 6298090"] A buddy of mine and I made The Greatest Game System Ever! (tm) Versions 1 and 2 (heh, some irony right there). [B]V1 had the following attributes:[/B] [list] [*] Used percentile [*] Had several skill ranks (apprentice, journeyman, master, etc), [*] The Grand Differential Table (so a Dagger could kill you no matter what level you are) [*] Continuous Action System (movement takes so much time, casting, attacking, etc) [*] I do not remember what we called them, but things akin to Feats/Manuevers [*] Fix HP, and you had skill in both attack / defense. Resisted rolls. [*] A dynamic spell creation system - leading to the Infamous Vacuum Lung Death! (don't ask) [/list] It failed utterly in play - the fixed HP with escalating attack/defense skills is perfectly logical but utterly boring - "miss, miss, miss, miss, miss, miss, Dead". It made me appreciate the D&D approach (all those little HP markoffs are more like misses, but not as frustrating). I also appreciated why D&D had spells - trying to balance a free form magic system is a nightmare. [B]V2 had the following attributes:[/B] [list] [*] This was influenced by d6 Star Wars and the dice pools [*] Only used d6s to do things - each attribute and skill had more d6s the better you were [*] Roll and count up 6s. In a fight, it was resisted. Lose the difference on your skill during the fight (so when you ran out of d6s in the skill, you "lost"). A sort of death spiral. [*] Just used D&D spells and you need a number of successes to cast [*] Wild die - one of the d6s was a different color. If you rolled a 6, you could roll again and count it in the total. It could keep going each time there was a 6 rolled. [/list] Overall, it ran pretty well. Fast in combat and not overburdened with skills (we had like 5 attributes with no more than 4 skills under each). But it became wearisome to "fill in the cracks" - for example if someone wanted to Turn Undead, or how to make a certain type of monster. Too much time fleshing out the game vs. just playing. Thankfully, D&D 3.x came out about then. I enjoyed the time with GGSE and learned to appreciate the design elegance of core D&D. I was tired of making the patchwork run. But then I found Savage Worlds. Its was the perfect fusion between what I liked (or what I liked about what we were trying to do) between V1 and V2. I have threatened to sue them for taking my ideas and making them work :p [/QUOTE]
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