Shallown said:
I was just wondering how many ENworlder's have designed thier own game, more or less, from the ground up. Or maybe it started as aome house rules for one system and has grown and changed so much as to be unrecognizable to that system.
Why did you design new rules?
I wanted a system with a different feel of magic.
- magic based on the element (air, earth, fire, water, spirit, aether, nether, force) where the people attuned to the element could channel them and weave effects. (inspired by wheel of time)
- races with an elemental affinity (air, earth, fire, water, spirit).
I kept human for spirit, all other race flushed.
- New races:
al'taran small avianoid,
fae'ranan medium felinoid,
roc'kan large rockman,
sali'naran medium amphibian.
- The classes I kept:
barbarian,
fighter,
rogue,
monk
- New classes:
noble,
mystic (best progression for magic but d4)
warlock (medium progression for magic but d6 and more skill point)
warrior mage (worst progression for magic but d8 and martial weapons)
woodman (my version of a ranger without magic)
Shallown said:
About 1 year, but I was inspired by ENpublishing Element Of Magic, after a rocky start.
Shallown said:
Did you ever want to publish it?
Not really.
Shallown said:
Did you every actually run the System?
Ya. I ran a game with 4 players for 1 year, 2 game per month.
Shallown said:
If you don't play it anymore why not?
I got tired of fine tuning my system and creating games. Now I'm running a game from a modules.
Shallown said:
Was it specific to a Campaign world/genre/book series etc...?
My homebrew world.
But I was inspired by WOT and many other book I read of course.
Shallown said:
What's your Favorite Color....?
The one that fits my mood at the moment.
Right now deep blue is good.
