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<blockquote data-quote="Doghead Thirteen" data-source="post: 3352227" data-attributes="member: 49966"><p>Myself, my brother and our gaming group have been, over the last twelve or so years, gradually developing a rule system.</p><p></p><p>Currently, our combat rules are 90% fixed, but have one serious hole; magic. The system for ranged combat runs like a dream, and the melee combat is getting towards a good solid footing, as is car-chase and Netrunner-type operations. But, aside from a few false starts, magic is a yawning hole in the rules.</p><p></p><p>We cannot stand old-school D&D style 'spell list' magic, especially where you get to cast spell A once a day, and once you cast it, it miraculously vanishes from your memory, and you gotta read it out your spellbook again, and blah blah blah. Likewise, Shadowrun-style magic is not versatile enough, and Mage: the Acension style is the one we've never been able to work out how to actually use in play.</p><p></p><p>What we need is something fast-playing and versatile, but with a clear-cut 'you can do thing A, but not thing B'. Our rule system is designed to get in the way of actual roleplaying as little as possible, and any rule mechanic that collapses when everyone involved has had a few beers gets ditched or streamlined; we call this the Fosters Test.</p><p></p><p>Suggestions, anyone?</p></blockquote><p></p>
[QUOTE="Doghead Thirteen, post: 3352227, member: 49966"] Myself, my brother and our gaming group have been, over the last twelve or so years, gradually developing a rule system. Currently, our combat rules are 90% fixed, but have one serious hole; magic. The system for ranged combat runs like a dream, and the melee combat is getting towards a good solid footing, as is car-chase and Netrunner-type operations. But, aside from a few false starts, magic is a yawning hole in the rules. We cannot stand old-school D&D style 'spell list' magic, especially where you get to cast spell A once a day, and once you cast it, it miraculously vanishes from your memory, and you gotta read it out your spellbook again, and blah blah blah. Likewise, Shadowrun-style magic is not versatile enough, and Mage: the Acension style is the one we've never been able to work out how to actually use in play. What we need is something fast-playing and versatile, but with a clear-cut 'you can do thing A, but not thing B'. Our rule system is designed to get in the way of actual roleplaying as little as possible, and any rule mechanic that collapses when everyone involved has had a few beers gets ditched or streamlined; we call this the Fosters Test. Suggestions, anyone? [/QUOTE]
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