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General Tabletop Discussion
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New Game Mechanics for Custom RPG (is it Lame?)
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<blockquote data-quote="pemerton" data-source="post: 7629830" data-attributes="member: 42582"><p>From what you describe, it seems that you're looking for a sci-fi system that has pretty granular mechanics with flexible PC building and an ability for players to spend resources to influence resolution outcomes.</p><p></p><p>You might want to check out <a href="https://www.drivethrurpg.com/product/87644/Harp-Sf" target="_blank">HARP SF</a> - I've never played it but know it's fantasy cousin HARP, which is itself a cousin of Rolemaster. HARP uses 8 stats (STR, Quickeness, Agility, CON, Presence, Reasoning, Self-Discipline and Insight), point-buy PC build with some costs being generic and some costs being class-determined, and uses Fate Points as the currency for players to modify resolution outcomes.</p><p></p><p>It's d100 based but most (not all) mods are multiples of 5. You can divide everything by 5 and do it on d20 and it won't break, although you'll have to do some rounding in a few places. Combat is like RM - a mix of hit points and specific injuries, determined by reading of a chart each time an attack is resolved.</p><p></p><p>I don't know how HARP SF does psionics but if it's like HARP fantasy does spells then it will be skill-based (one skill per "discipline") with a separate pool of psionic power points.</p><p></p><p>It's not identical to what you've sketched in your OP but I think it might give you at least some of what you're looking for, and someone else has already done all the design work . . .</p></blockquote><p></p>
[QUOTE="pemerton, post: 7629830, member: 42582"] From what you describe, it seems that you're looking for a sci-fi system that has pretty granular mechanics with flexible PC building and an ability for players to spend resources to influence resolution outcomes. You might want to check out [url=https://www.drivethrurpg.com/product/87644/Harp-Sf]HARP SF[/url] - I've never played it but know it's fantasy cousin HARP, which is itself a cousin of Rolemaster. HARP uses 8 stats (STR, Quickeness, Agility, CON, Presence, Reasoning, Self-Discipline and Insight), point-buy PC build with some costs being generic and some costs being class-determined, and uses Fate Points as the currency for players to modify resolution outcomes. It's d100 based but most (not all) mods are multiples of 5. You can divide everything by 5 and do it on d20 and it won't break, although you'll have to do some rounding in a few places. Combat is like RM - a mix of hit points and specific injuries, determined by reading of a chart each time an attack is resolved. I don't know how HARP SF does psionics but if it's like HARP fantasy does spells then it will be skill-based (one skill per "discipline") with a separate pool of psionic power points. It's not identical to what you've sketched in your OP but I think it might give you at least some of what you're looking for, and someone else has already done all the design work . . . [/QUOTE]
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