Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Hybrid D&D: Combining editions (especially 3E and 4E)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dm4hire" data-source="post: 5059659" data-attributes="member: 14848"><p>I started thinking about this last week and tonight I started searching on Google with no real luck. Then just as I am about to give up for the night I decided to check back through the threads here on enWorld and I find it sitting right at the top, figures. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I've been thinking of making more of a classless system, but might change that approach as I'm still debating it. Here's my general ideas so far:</p><p></p><p>WotC’s d20 Cthulhu had only two options for character design, an offensive or defensive character. Green Ronin’s True20 has three base classes. I like the general concept of simplification, but allowing for diversity and complexity at higher levels.</p><p></p><p>4e introduced defenses in place of saving throws. I really like that but am wondering if it might not be streamlined a little more.</p><p></p><p>Several new games introduce reduced skill lists. I’m all for that. However following the first point I like a concept from d20 Cthulhu which was that the player chooses what skills are class skills for the character. I prefer Pathfinder’s skill advancement.</p><p></p><p>Green Ronin’s True20 gets rid of traditional ability scores by making the modifier the actual score. So instead of having 18 intelligence with a +4 modifier you’d just have a 4 intelligence, simple and quick. They also use a point buy with only six points to purchase with between the six abilities. I checked the ability average from the 4e PHB where it lists the table for possible point buy stats. The average is 6.4 so Green Ronin is pretty much on target.</p><p></p><p>I want to balance the races a bit more by converting certain abilities into feats and other aspects racial talents similar to what was found in d20 Modern and Star Wars. I also like Pathfinder’s trait system.</p><p></p><p>I like action points. Trailblazer offers a unique twist to action points I like. I also like how they are used in Star Wars and d20 modern, as well as a couple of other games.</p><p></p><p>4e introduced fixed hit points which I really like, but think it needs to be a little more diverse. I like second wind, but think it can be improved. Trailblazer does it a little differently which is a good start. The goal of second wind is to eliminate the 10-15 minute adventure day. Another aspect introduced by Trailblazer is that the rest resets almost everything as if a whole day had transpired, leaving only certain things to reset with actual extended rest.</p><p></p><p>At will abilities should also be in the game. However I don’t like dailies, at least how they are designed. I want a system more along the lines of traditional D&D or Pathfinder. I also like the concept of magic being universal with players choosing to focus in how they use it. Trailblazer has an interesting approach to magic that might work if only as a guideline. </p><p> </p><p>Green Ronin’s Dragon Age RPG as well as free online RPGs such as Microlite20 and Dungeonslayers are designed with old school feel, aiming for simplicity and quickness of play. Castles & Crusades also tries to do this. I want to design the game so that character design is a small selection of choices and you’re done.</p><p></p><p>Now that I have mentioned some of my beginning design thoughts here’s a general look at how it might come into play designing a character.</p><p></p><p>Step 1 Decide on character concept</p><p>Step 2 Determine abilities</p><p>Step 3 Pick characters progression: either defensive or offensive may changed every level</p><p>Step 4 Pick discipline: martial, specialist, or supernatural</p><p>Step 5 Determine initial talents, traits and feats by:</p><p>Pick traits: background, race, social status, and so on</p><p>Pick talents: determined by current discipline</p><p>Picking feats</p><p>Step 6 Purchase Equipment</p><p>Step 7 Calculate defenses, initiative, and speed</p><p>Step 8 Finish character information, such as name, family information, etc</p><p></p><p>Well that’s the general start to what I’ve been thinking. Thoughts?</p></blockquote><p></p>
[QUOTE="dm4hire, post: 5059659, member: 14848"] I started thinking about this last week and tonight I started searching on Google with no real luck. Then just as I am about to give up for the night I decided to check back through the threads here on enWorld and I find it sitting right at the top, figures. ;) I've been thinking of making more of a classless system, but might change that approach as I'm still debating it. Here's my general ideas so far: WotC’s d20 Cthulhu had only two options for character design, an offensive or defensive character. Green Ronin’s True20 has three base classes. I like the general concept of simplification, but allowing for diversity and complexity at higher levels. 4e introduced defenses in place of saving throws. I really like that but am wondering if it might not be streamlined a little more. Several new games introduce reduced skill lists. I’m all for that. However following the first point I like a concept from d20 Cthulhu which was that the player chooses what skills are class skills for the character. I prefer Pathfinder’s skill advancement. Green Ronin’s True20 gets rid of traditional ability scores by making the modifier the actual score. So instead of having 18 intelligence with a +4 modifier you’d just have a 4 intelligence, simple and quick. They also use a point buy with only six points to purchase with between the six abilities. I checked the ability average from the 4e PHB where it lists the table for possible point buy stats. The average is 6.4 so Green Ronin is pretty much on target. I want to balance the races a bit more by converting certain abilities into feats and other aspects racial talents similar to what was found in d20 Modern and Star Wars. I also like Pathfinder’s trait system. I like action points. Trailblazer offers a unique twist to action points I like. I also like how they are used in Star Wars and d20 modern, as well as a couple of other games. 4e introduced fixed hit points which I really like, but think it needs to be a little more diverse. I like second wind, but think it can be improved. Trailblazer does it a little differently which is a good start. The goal of second wind is to eliminate the 10-15 minute adventure day. Another aspect introduced by Trailblazer is that the rest resets almost everything as if a whole day had transpired, leaving only certain things to reset with actual extended rest. At will abilities should also be in the game. However I don’t like dailies, at least how they are designed. I want a system more along the lines of traditional D&D or Pathfinder. I also like the concept of magic being universal with players choosing to focus in how they use it. Trailblazer has an interesting approach to magic that might work if only as a guideline. Green Ronin’s Dragon Age RPG as well as free online RPGs such as Microlite20 and Dungeonslayers are designed with old school feel, aiming for simplicity and quickness of play. Castles & Crusades also tries to do this. I want to design the game so that character design is a small selection of choices and you’re done. Now that I have mentioned some of my beginning design thoughts here’s a general look at how it might come into play designing a character. Step 1 Decide on character concept Step 2 Determine abilities Step 3 Pick characters progression: either defensive or offensive may changed every level Step 4 Pick discipline: martial, specialist, or supernatural Step 5 Determine initial talents, traits and feats by: Pick traits: background, race, social status, and so on Pick talents: determined by current discipline Picking feats Step 6 Purchase Equipment Step 7 Calculate defenses, initiative, and speed Step 8 Finish character information, such as name, family information, etc Well that’s the general start to what I’ve been thinking. Thoughts? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Hybrid D&D: Combining editions (especially 3E and 4E)
Top