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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="kenada" data-source="post: 8663945" data-attributes="member: 70468"><p>That’s pretty close to where I started. I used the WWN classes as bases and then layered OSE on top of it. I was using 2d6-based skills (because I like non-uniform distribution for skill checks) and had unified mechanics similarly to how you described.</p><p></p><p>That didn’t really last. It worked okay, but I ended up finding myself wanting to go in a different direction after running a few sessions of it. Skills (currently 3d6 and likely staying that way) and customization are currently going through another big revision*, but you can see some of the classes and groups <a href="https://www.dropbox.com/s/5hx0r0uk7lcdaok/Entira%20RPG%20-%20Adventurer%20Options.pdf" target="_blank">here</a>.</p><p></p><p>[HR][/HR]</p><p>* The current idea is to reduce the skill list to seven skills plus the three combat skills, and handle customization completely via specialties. Some specialities are combat-related (subsuming feats) while others are new skills you can acquire. One of the problems I found with trying to handle specialities informally as a something your character gets from their background and class or learned from someone is my players found it confusing.</p></blockquote><p></p>
[QUOTE="kenada, post: 8663945, member: 70468"] That’s pretty close to where I started. I used the WWN classes as bases and then layered OSE on top of it. I was using 2d6-based skills (because I like non-uniform distribution for skill checks) and had unified mechanics similarly to how you described. That didn’t really last. It worked okay, but I ended up finding myself wanting to go in a different direction after running a few sessions of it. Skills (currently 3d6 and likely staying that way) and customization are currently going through another big revision*, but you can see some of the classes and groups [URL='https://www.dropbox.com/s/5hx0r0uk7lcdaok/Entira%20RPG%20-%20Adventurer%20Options.pdf']here[/URL]. [HR][/HR] * The current idea is to reduce the skill list to seven skills plus the three combat skills, and handle customization completely via specialties. Some specialities are combat-related (subsuming feats) while others are new skills you can acquire. One of the problems I found with trying to handle specialities informally as a something your character gets from their background and class or learned from someone is my players found it confusing. [/QUOTE]
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