Primus: Homebrewers I think you'll like this. Everyone else take a look

If you want to make it a very modifiable and more changable, why not get rid of classes and run it under a skill based. Then, each skill rank costs a certain amount of experience. 50 Xp for 1 rank, 100 Xp to go from 1 to 2 ranks, 150 Xp to go from 2 to 3 ranks, etc. Then something like BAB might costs double or triple what a normal skill does.

Then, levels would just be an arbitrary measure of how much Xp you've recieved and spent.
 

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Another good idea DWARF. There are some things you cant do with skills, but perhaps class-less is the way to go. Would the community prefer class-less to class-guided?
 

I'm so computer illerate that when I won somethun' with HAL I couldn't contact him since it involved the Wizard thingie. What good is a computer course in college that is 13+ years old....? Hey HAL- my present wish- instant computer knowledge that updates regulary.
 

i just feel that in a class-less system, it's easy to make "guidlines" which are in effect classes. Then there's the option for both really.
 

Skade said:
I'v always modified systems to suit my needs, so what you propose certainly interests me. I have a significant portion of a sytem called Legend that I have been playing with, that I know will never see thelight of day. Maybe if the thoughts are compatable i will present them to you and those who become involved in your idea.

On a seperate note, I don't really agree that Charisma shold be removed a stat. Mainly because by your argument, inteligence should be removed as well. Problem solving in any roleplaying game always comes down to a persons own intellect. We don't normally allow a player to roll INT and see f he gets an idea.

=kane

I know a group developing something they call Legends. Hopefully it's completely different, because the "Legends" I've heard about was... far from good.
 

I like the idea of a community-owned gaming system. I have played a number of systems in my time, often favoring something over D&D. I ran MERP/Rolemaster over 2E. I have even done some (very amateur) game design. That said, what it comes down to for me--and I realize others do not see it the same--is whether with a particular system I can run the game that I envision. I don't play other systems just for the joy of playing multiple systems as many do.

Since it came out, 3E/d20 has been my system of choice because it has enough simplicity and flexibility to run the game I envision. That is not to say I think it is a perfect system. In fact there are a number of particulars that I am not in love with. Vancian magic being the top of the list. I am a convert to Elements of Magic as that fits my vision of magic very well. In fact I had spent some time trying to devise a similar system, but more universal. (Meaning no spell lists, just combinations of elements and forces.) But that was too complicated so I gave it up. I also like the Sovereign Stone d20 magic system, but having to learn a new book of spells was too intimidating.

I like the idea of a VP/WP system, but when I tried it in my D&D game, it slowed down combat so it lost the intensity that the simple HP system allowed. But that's something that could be worked out and perfected by a community.

So to me, more interesting is the creation of adjuncts that can be used along with d20. Another thing I would be intersted in seeing is a classless alternative. Or a "Classless" class which would use XP to purchase skills, feats, spellcasting, improved saves or BAB. Something that could be integrated into the system I use, but that would have a community effort in creation, evaluation, and playtesting to ensure each adjunct would integrate and balance properly with the existing rules.

I like the idea of having the Linux of gaming systems, but as I see it we have the SRD and that is an open and preexisting framework that can be built upon, so I would be more interested in something that allows me to draw on both the commercially-available and community-created materials. Especially given some of the quality work that's being published and the sizable investment I have in it.

I know that's not really an answer to your question. It's more of a long-winded non-answer, but I guess it's my community-input which can now be freely considered or ignored with no self-congratulation or bitterness from me either way. ;)
 

As much as I agree with the basic concept, I have to say, the d20 system is already what you are proposing (in essence). The OGL is very similar to the GPL (I wouldn't be surprised if the former was based upon the latter.)

Wizards technically owns the system, but the OGL pretty much stipulates that they can't do much to enforce that ownership, so long as new creators comply with the OGL.
 

Damieus:

I agree, and the same could be said for charisma. I have a player, who though fun to play with, has very little social skills. She is quite literal and more than a little blunt. For her to play a social oriented character she needs help, namely the Charisma stat. Now, having said that, I don't always require a player to make a diplomacy roll (or any other CHA based stat) for every situation. I tend to leave those out if it breaks gameplay, and when I do require them I allow the roleplay to modify the roll. So yes, I do give those with natuarally good social skills some advantage.

An option could be to make the CHA stat optional, much as Comeliness was in Unarthed Arcana (1st edition).

This is really a discussion for later on in the project of course, but it does give some indication of my mindset if you're interested in my inmput along the road. \

-kane
 

creamsteak said:


I know a group developing something they call Legends. Hopefully it's completely different, because the "Legends" I've heard about was... far from good.

I hope it is not the sytem you have heard of. I played in the Houston area, and the draft never left my immideate circle so far as I know. If you are intested in my notes I could type them up. Currently they are in a series of notebooks.

It was not d20 based at all. The idea was to create a generic roleplaying sytem that would be applicable to any genre. My business plan (if you could call it that) was to try and reach an arrangment with one of the fantasy/sci-fi publishers to create game versions of their novels. When I was working it out I made characters for The Sword of Truth series and Neuromancer to show what could be done in each genre.

The mechanics were basically die pool + bonuses versus a DC. I wanted a unified rule sytem, but I only got so far.

I would not presume to call it good though. the feedback I got was that it was interesting, and very detailed. Too detailed actually. The system came in response to a trend I was seeng at the time in my games-namely throw away characters. One o fthe things that was too complex was characetr creation. I wanted to build backstory into the characetrs. So a complex merit and flaw system was produced. The idea was to actually pay for and gain points for people you knew, things you had done, infamy, renown, quirks, etc.

--KANE
 

Bear in mind that the largest part of D20's success was that it included D&D - the most popular RPG of all, by far. There already were a few open systems before D20, but they haven't had much success (not in comparison to the big closed systems). Also, it isn't true that products made by gamers are generally high quality. Fact is, products made by gamers generally suck, it's just that there are so many of them and the best ones are the ones which become famous while the rest are quickly forgotten. The people who work on Linux and medium-to-big GPL programs are generally computer professionals, or in any case people who have a huge experience in programming. People who spend 8 hours/day or more doing computer stuff, I mean. OTOH, few gamers are pros. The vast majority know how to play and how to DM, but that's an entirely different thing from actually writing material.
 

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