OK, I'm not sure if this is the right place to put this, but if it isn't, then feel free to move it to the proper place.
I am coming up with a new system, and I am wanting to get reviews of it, and tips on improving it. First I'll provide the fluff, then I'll add in the crunch I've got figured out, and where I'm wanting to go.
Fluff
When the world was created, after creating the plants, sun, animals, and the world's various sentient creatures, they looked over their creation, and were troubled. He said to himself that what he had done was good, but there was no one to watch over it and guard it from the evils of the universe. As such, he created the Dragons, to do just that. Eight dragons, he created, and into each he imbued with the power of one of the eight elements; fire, water, wind, earth, light, darkness, electricity and metal. And unto those dragons and their descendants, he charged with the protection of the world he had created. To better aid them in this, he strengthened them further, giving them scaly hides that no weapon could pierce. But then he thought of what might become should they fall to wickedness, and nothing was capable of harming them. So he created one material, one thing that, when fashioned into a weapon, could pierce a dragons scales and slay them. Then he left, his task completed. The dragons have watched over the world since.
Crunch
There are two overall playable types of races. The "Lesser races," which includes humans, elves, dwarves, halflings, and any other form of humanoid races you could want to play. The second race is the dragons. Now, adult, mature dragons are considered unplayable, because they are essentially impervious to any assault. As such, if you want to play a dragon, you will only be able to play a very young one, who has not yet fully developed his or her abilities and still has vulnerabilities.
Each non-dragon character has eight affinities, one for each of the elements, determined randomly at character creation by rolling 2d6 each. Where the character places his highest affinities determines various aspects of his personality, as explained below.
More to come when I can focus more!
I am coming up with a new system, and I am wanting to get reviews of it, and tips on improving it. First I'll provide the fluff, then I'll add in the crunch I've got figured out, and where I'm wanting to go.
Fluff
When the world was created, after creating the plants, sun, animals, and the world's various sentient creatures, they looked over their creation, and were troubled. He said to himself that what he had done was good, but there was no one to watch over it and guard it from the evils of the universe. As such, he created the Dragons, to do just that. Eight dragons, he created, and into each he imbued with the power of one of the eight elements; fire, water, wind, earth, light, darkness, electricity and metal. And unto those dragons and their descendants, he charged with the protection of the world he had created. To better aid them in this, he strengthened them further, giving them scaly hides that no weapon could pierce. But then he thought of what might become should they fall to wickedness, and nothing was capable of harming them. So he created one material, one thing that, when fashioned into a weapon, could pierce a dragons scales and slay them. Then he left, his task completed. The dragons have watched over the world since.
Crunch
There are two overall playable types of races. The "Lesser races," which includes humans, elves, dwarves, halflings, and any other form of humanoid races you could want to play. The second race is the dragons. Now, adult, mature dragons are considered unplayable, because they are essentially impervious to any assault. As such, if you want to play a dragon, you will only be able to play a very young one, who has not yet fully developed his or her abilities and still has vulnerabilities.
Each non-dragon character has eight affinities, one for each of the elements, determined randomly at character creation by rolling 2d6 each. Where the character places his highest affinities determines various aspects of his personality, as explained below.
- Fire: People with a strong affinity for fire are very passionate and devoted by nature, and anything they go to, they do with gusto. However, fire type individuals are also very short-tempered and prone to explosions of anger.
- Water: People with a water affinity make excellent diplomats and negotiators, since they are very peaceful and calm by nature. However, they also are exceptionally passive, requiring an excessive amount of energy being input to them to get them to do anything.
- Wind: Many people believe that wind-type individuals are cowardly, but this is not the case. In actuality, wind-type people are intelligent enough to recognize when they are outmatched in whatever situation they are participating in, and have no problem with yielding the victory at the moment to return at a time more to their advantage. The actual bad thing about most Wind personalities is that they are possessed of an intense wanderlust, making it incredibly difficult to settle down in any one area.
- Earth: Earth-type individuals are very loyal. Once you have earned their trust, you HAVE it, and nothing short of an earthshattering event will be sufficient to break that trust. The downside to having an earth-type personality is that most are incredibly stubborn, not wanting to yield on any matter, unless they have absolutely no choice.
- Light: Individuals with strong affinity for the light element are very forgiving, willing to overlook any faults in pursuit of the greater good. The bad thing about Light personalities is what causes their good quality, actually. They are far too sympathetic, and as such will find any possible excuse to not act against them, because they don't want to harm other people.
- Darkness: People with an affinity for darkness excel at stealth and sneakiness. They can get into areas that no one else can, and get back out without leaving any trace. However, they also have great issues with trust, believing that everyone else is also being just as stealthy and secretive as they are.
- Electricity: Individuals who have an affinity for electricity are similar to fire personalities. Fire type people are the "Get it done" type, which electric types are more the "Get it done NOW" type. They excel at getting places quickly and getting stuff done, but they have no patentice whatsoever. As such they are always doing something, because they cannot stand boredom.
- Metal: People with a high affinity for metal are very tactical in nature. They excel at coming up with plans and strategies, and always plan for every possible contingency. However, they are also very militant in nature, and despise yielding an advantage, including their weapons. Even if they do agree to do so, the observant eye will still notice them casing the entirety of the room they are in, searching for a way out if something goes wrong, or something the can grab to use as a weapon.
More to come when I can focus more!
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