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*Dungeons & Dragons
Modos RPG Playtest 1: the One True System
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<blockquote data-quote="Dethklok" data-source="post: 6251980" data-attributes="member: 6746469"><p>The skill section is really where I think your attributes show their limitations. Having abbreviations "P" "M" and "MP" is a drawback in and of itself, but sometimes it isn't clear why any of them is chosen; for instance <em>Larceny</em> being P rather than M, or <em>Profession - Artist</em> being M rather MP, both seem off.</p><p></p><p>More, although my first thought is, "Well MODOS is modular, I should just be able to change it," it's really tough to expand the attributes on a skill-based system which ties attributes directly to skills. This triumphirate philosophy is seeded throughout the text, and if you don't like it, you're better off selecting a different game, because there is so much that needs to be altered and rewritten. </p><p></p><p>(GURPS had a similar problem since it shunted almost all sensory and willpower related activities into IQ, with social activities scattered seemingly at random among the other attributes. In fairness, though, your attributes are well chosen, while the base attributes in GURPS are not.)</p><p></p><p></p><p>Looking at perks, I like your list of Racial, Priest, Thief, Warrior, and Wizard perks; your game feels vague because of how open-ended it is, and having waymarks like this makes it much clearer how things work.</p><p></p><p></p><p>In the equipment section, you may want to reconsider having gold be the basic unit of coin. It was never thus in any society I have ever known; silver is a more plausible generic coinage.</p><p></p><p>Your usage of variable damage isn't plausible in any sense, although I can see that gamers may be so accustomed to saying "but my two handed sword is really big so it hurts more than when I cut your throat with my dagger." (I know we're not at combat yet, but designing combat systems is always a balance between letting players do what they think they should be able to, and requiring them to act like fighters plausibly act.)</p><p></p><p></p><p>The spell section seems reasonable (if unfinished), although there are no spells there that I want to cast. Yes, it's a more or less generic game, but there's no reason "Fear" couldn't be <em>Terror</em>; and I have no idea what to do with "Harm" or "Harm2;" they aren't even analagous to spells like <em>Pain</em> and <em>Agony</em> because they only work against undead.</p><p></p><p>I think you should check out Dragon Warriors' spell list. Even before I knew what they did, <em>Shadowbolt</em> and <em>Deathlight</em> were spells I wanted to cast. In fact I want to cast them right now.</p><p></p><p>Sorcerer A: "Face my shadowbolts, if you dare!"</p><p></p><p>Sorcerer B: "Oh yeah? Well I'll stop you with dark!"</p><p></p><p>My money's on the first guy.</p><p></p><p></p><p>I'll look over the combat section next.</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6251980, member: 6746469"] The skill section is really where I think your attributes show their limitations. Having abbreviations "P" "M" and "MP" is a drawback in and of itself, but sometimes it isn't clear why any of them is chosen; for instance [i]Larceny[/i] being P rather than M, or [i]Profession - Artist[/i] being M rather MP, both seem off. More, although my first thought is, "Well MODOS is modular, I should just be able to change it," it's really tough to expand the attributes on a skill-based system which ties attributes directly to skills. This triumphirate philosophy is seeded throughout the text, and if you don't like it, you're better off selecting a different game, because there is so much that needs to be altered and rewritten. (GURPS had a similar problem since it shunted almost all sensory and willpower related activities into IQ, with social activities scattered seemingly at random among the other attributes. In fairness, though, your attributes are well chosen, while the base attributes in GURPS are not.) Looking at perks, I like your list of Racial, Priest, Thief, Warrior, and Wizard perks; your game feels vague because of how open-ended it is, and having waymarks like this makes it much clearer how things work. In the equipment section, you may want to reconsider having gold be the basic unit of coin. It was never thus in any society I have ever known; silver is a more plausible generic coinage. Your usage of variable damage isn't plausible in any sense, although I can see that gamers may be so accustomed to saying "but my two handed sword is really big so it hurts more than when I cut your throat with my dagger." (I know we're not at combat yet, but designing combat systems is always a balance between letting players do what they think they should be able to, and requiring them to act like fighters plausibly act.) The spell section seems reasonable (if unfinished), although there are no spells there that I want to cast. Yes, it's a more or less generic game, but there's no reason "Fear" couldn't be [i]Terror[/i]; and I have no idea what to do with "Harm" or "Harm2;" they aren't even analagous to spells like [i]Pain[/i] and [i]Agony[/i] because they only work against undead. I think you should check out Dragon Warriors' spell list. Even before I knew what they did, [i]Shadowbolt[/i] and [i]Deathlight[/i] were spells I wanted to cast. In fact I want to cast them right now. Sorcerer A: "Face my shadowbolts, if you dare!" Sorcerer B: "Oh yeah? Well I'll stop you with dark!" My money's on the first guy. I'll look over the combat section next. [/QUOTE]
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