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General Tabletop Discussion
*TTRPGs General
Have you (and to what extent) designed your own RPG?
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<blockquote data-quote="RangerWickett" data-source="post: 5013628" data-attributes="member: 63"><p>I designed and got published a lot of 'rules add-ons' for 3e, like new magic systems or a skin that turned D&D into superheroes (this was before Mutants & Masterminds showed up). And I was commissioned to write a variant classless point-buy style d20 game, which had some odd mechanics that I was proud of, and I actually managed to steal some of WotC's ideas for 4e before it even came out.</p><p></p><p>It didn't use battle maps, so the combat rules basically assumed anyone could attack anyone who was in the same 'stage.' A stage was an area about 30 ft. across. A given fight might have multiple stages -- like different rooms of a dungeon, or different areas in a forest. If you wanted to keep your distance, every stage was part of a larger 'arena' (about 150 ft. wide), and multiple arenas could all fit within the overall 'theater' (about 800 ft. wide). </p><p></p><p>The part I liked best was that the players had some narrative options, in that they could say, "I'm going to spend two move actions to leave this stage and move to another one, which is X." So the PCs could move the battle to locations that favored them, and there were a few easy-to-run stats that defined these sorts of locations.</p><p></p><p>Oh, and I sort of had 'marking.' Normally there were no opportunity attacks, but you could 'engage' someone, which let you make OAs on a single person, and let you pursue them easily if they run away.</p><p></p><p> </p><p>Of late, I've also been dabbling with a sci-fi reworking of 4e, which I used for a one-shot last week. The players all loved the combat system.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5013628, member: 63"] I designed and got published a lot of 'rules add-ons' for 3e, like new magic systems or a skin that turned D&D into superheroes (this was before Mutants & Masterminds showed up). And I was commissioned to write a variant classless point-buy style d20 game, which had some odd mechanics that I was proud of, and I actually managed to steal some of WotC's ideas for 4e before it even came out. It didn't use battle maps, so the combat rules basically assumed anyone could attack anyone who was in the same 'stage.' A stage was an area about 30 ft. across. A given fight might have multiple stages -- like different rooms of a dungeon, or different areas in a forest. If you wanted to keep your distance, every stage was part of a larger 'arena' (about 150 ft. wide), and multiple arenas could all fit within the overall 'theater' (about 800 ft. wide). The part I liked best was that the players had some narrative options, in that they could say, "I'm going to spend two move actions to leave this stage and move to another one, which is X." So the PCs could move the battle to locations that favored them, and there were a few easy-to-run stats that defined these sorts of locations. Oh, and I sort of had 'marking.' Normally there were no opportunity attacks, but you could 'engage' someone, which let you make OAs on a single person, and let you pursue them easily if they run away. Of late, I've also been dabbling with a sci-fi reworking of 4e, which I used for a one-shot last week. The players all loved the combat system. [/QUOTE]
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Have you (and to what extent) designed your own RPG?
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