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New system design: Ashkhar RPG
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<blockquote data-quote="Ashkhar Ben" data-source="post: 6168575" data-attributes="member: 6749162"><p>The specific injury outcomes are completely optional, and more story specific. I like the option being available, as I think it can make the game more gritty. Grohlkin are considered to be a relatively rare species as well, as are the circumstances for limb loss, but I think that it is a powerful enough ability (and specific to their culture) to be included as a mechanical bonus. Also within the system, Vitality loss is meant to represent extreme physical damage. If you get hacked with a sword, you're going to be in serious need of medical attention. But, as with everything in Ashkhar, it is really simple to just *poof* those thing's away into nonexistent rules smoke. </p><p></p><p>Regarding the thread you linked, it is definitely an interesting premise and discussion, one that I'd been following prior to your link. But, I think that it is too complicated and rules-heavy for a system that is supposed to resolve conflicts in under 10 minutes 90% of the time. If I was designing a very in depth combat simulator I might think of something more like that, but I would redesign the whole system to accommodate that. Ashkhar Basic is meant to play more along the speed of Fate or Savage Worlds while still having a good amount of mechanical crunch and tactics to satisfy d20 players.</p></blockquote><p></p>
[QUOTE="Ashkhar Ben, post: 6168575, member: 6749162"] The specific injury outcomes are completely optional, and more story specific. I like the option being available, as I think it can make the game more gritty. Grohlkin are considered to be a relatively rare species as well, as are the circumstances for limb loss, but I think that it is a powerful enough ability (and specific to their culture) to be included as a mechanical bonus. Also within the system, Vitality loss is meant to represent extreme physical damage. If you get hacked with a sword, you're going to be in serious need of medical attention. But, as with everything in Ashkhar, it is really simple to just *poof* those thing's away into nonexistent rules smoke. Regarding the thread you linked, it is definitely an interesting premise and discussion, one that I'd been following prior to your link. But, I think that it is too complicated and rules-heavy for a system that is supposed to resolve conflicts in under 10 minutes 90% of the time. If I was designing a very in depth combat simulator I might think of something more like that, but I would redesign the whole system to accommodate that. Ashkhar Basic is meant to play more along the speed of Fate or Savage Worlds while still having a good amount of mechanical crunch and tactics to satisfy d20 players. [/QUOTE]
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