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<blockquote data-quote="Zipster" data-source="post: 5971613" data-attributes="member: 6687861"><p>I've been planning a campaign for some of my friends set in a homebrew world. In theory, a homebrew system would be wonderful, but the one I've come up with so far feels a bit too convoluted. </p><p></p><p>I've looked through various systems at a glance, and haven't been completely sold on any one of them yet. </p><p></p><p>Part of the difficulty of this is that I'm foregoing the traditional class mentality, and am also trying to get out of the Tank/Healer/DPS meta that often happens. </p><p></p><p>With only - at most - three players, I don't need anything elaborate. One of the issues I'm facing is that I'm striving to allow each of my PC's to feel truly unique, which - likewise - will play into the overall narrative with their own individual skillset. Thus, one of my players is playing something akin to The Witcher - without the magical element. He's using a longsword and relying heavily on alchemy, thus I'm trying to allow him some unique abilities/skills and whatnot to set him apart from the others if they decide to take any alchemy-related skills, or feats (however I ultimately do this.)</p><p></p><p>I'm having a hard time trying to find a universal way for these unique abilities and skills to progress. </p><p></p><p>I expect I'm going to be looking for a slower-paced, strategic system; one in which "I attack!" doesn't always cut it. I'm not very fond of the concept of Hit Points either, as in my head if a human being gets cleaved by a great ax it's most likely going to be a serious wound - even if someone is wearing some sort of armor. </p><p></p><p>If I had to summarize the feel of the combat I'm looking for, I would have to say it's akin to the Dark Souls video game: slow and deliberate, where individual weapons have their own strength and weaknesses: a spear, or halberd keeping people at range, a dagger allowing for increased mobility and the like. I'm also very fond of concept of endurance found within the game, which - again, slows down the combat even more as players must plan their attacks more carefully lest they grow tired.</p><p></p><p>The downside - as we all know - is that this can make combat very drawn out. In theory, with successful hits resulting in serious wounds, it'll speed things up. But, I know that such an indepth combat system isn't right for every encounter - especially random encounters such as the run-of-the-mill trash-bandit ambush, thus I'm hoping to find something that offers the flexibility of switching to a light-version of the combat as well for trash-encounters. </p><p></p><p>Any ideas, or suggestions of mechanics that I could work with?</p></blockquote><p></p>
[QUOTE="Zipster, post: 5971613, member: 6687861"] I've been planning a campaign for some of my friends set in a homebrew world. In theory, a homebrew system would be wonderful, but the one I've come up with so far feels a bit too convoluted. I've looked through various systems at a glance, and haven't been completely sold on any one of them yet. Part of the difficulty of this is that I'm foregoing the traditional class mentality, and am also trying to get out of the Tank/Healer/DPS meta that often happens. With only - at most - three players, I don't need anything elaborate. One of the issues I'm facing is that I'm striving to allow each of my PC's to feel truly unique, which - likewise - will play into the overall narrative with their own individual skillset. Thus, one of my players is playing something akin to The Witcher - without the magical element. He's using a longsword and relying heavily on alchemy, thus I'm trying to allow him some unique abilities/skills and whatnot to set him apart from the others if they decide to take any alchemy-related skills, or feats (however I ultimately do this.) I'm having a hard time trying to find a universal way for these unique abilities and skills to progress. I expect I'm going to be looking for a slower-paced, strategic system; one in which "I attack!" doesn't always cut it. I'm not very fond of the concept of Hit Points either, as in my head if a human being gets cleaved by a great ax it's most likely going to be a serious wound - even if someone is wearing some sort of armor. If I had to summarize the feel of the combat I'm looking for, I would have to say it's akin to the Dark Souls video game: slow and deliberate, where individual weapons have their own strength and weaknesses: a spear, or halberd keeping people at range, a dagger allowing for increased mobility and the like. I'm also very fond of concept of endurance found within the game, which - again, slows down the combat even more as players must plan their attacks more carefully lest they grow tired. The downside - as we all know - is that this can make combat very drawn out. In theory, with successful hits resulting in serious wounds, it'll speed things up. But, I know that such an indepth combat system isn't right for every encounter - especially random encounters such as the run-of-the-mill trash-bandit ambush, thus I'm hoping to find something that offers the flexibility of switching to a light-version of the combat as well for trash-encounters. Any ideas, or suggestions of mechanics that I could work with? [/QUOTE]
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