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The Fantasy Tales RPG project - feedback wanted
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<blockquote data-quote="Balsamic Dragon" data-source="post: 5643617" data-attributes="member: 2433"><p>Good for you! I think every gamer should try to create their own system at some point, even if it is just for the learning experience.</p><p></p><p></p><p></p><p>So the difference between a great roll and a terrible roll ranges from 2 through 10, average of 6 on a bell curve, if you have your weakness plus a normal stat, to 4 to 24, average of 13 on a bell curve, if you are completely playing to your strengths. That's a decent spread for a simple, easy to pick up game.</p><p></p><p></p><p></p><p>Your combat system sounds much more detailed and dangerous than your system for other conflict resolutions and ability uses. There's also a much wider spread of possible rolls, which means that things could go very well or very badly for the PCs, depending on their luck.</p><p></p><p></p><p></p><p>I like the idea of adding Combat Roles. You should consider tying these to some out-of-combat abilities as well, to give your characters a bit more depth.</p><p></p><p>Overall, this looks like two different systems. One is a fairly structured combat system, based on D&D concepts (hit points, etc). The other is a more cinematic, free-flowing system used for everything else. I would try to merge the two a bit. One thing that can happen with games like this, is that you hit a groove in the roleplaying and the story, and then when you enter into combat, everything comes to a crashing halt. All of a sudden, there are much more complex rules to follow and things become more difficult to keep track of, for both the players and the GM. I'd suggest making combat a bit more like the rest of the game, so that it is more intuitive for a new player. For example, out of combat, if I want to cast a detect magic spell, I might roll my Perception + Divination. In combat, if I want to throw a lightning spell, it makes sense that I would roll my Dexterity + Elemental magic, or something to that effect.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Balsamic Dragon, post: 5643617, member: 2433"] Good for you! I think every gamer should try to create their own system at some point, even if it is just for the learning experience. So the difference between a great roll and a terrible roll ranges from 2 through 10, average of 6 on a bell curve, if you have your weakness plus a normal stat, to 4 to 24, average of 13 on a bell curve, if you are completely playing to your strengths. That's a decent spread for a simple, easy to pick up game. Your combat system sounds much more detailed and dangerous than your system for other conflict resolutions and ability uses. There's also a much wider spread of possible rolls, which means that things could go very well or very badly for the PCs, depending on their luck. I like the idea of adding Combat Roles. You should consider tying these to some out-of-combat abilities as well, to give your characters a bit more depth. Overall, this looks like two different systems. One is a fairly structured combat system, based on D&D concepts (hit points, etc). The other is a more cinematic, free-flowing system used for everything else. I would try to merge the two a bit. One thing that can happen with games like this, is that you hit a groove in the roleplaying and the story, and then when you enter into combat, everything comes to a crashing halt. All of a sudden, there are much more complex rules to follow and things become more difficult to keep track of, for both the players and the GM. I'd suggest making combat a bit more like the rest of the game, so that it is more intuitive for a new player. For example, out of combat, if I want to cast a detect magic spell, I might roll my Perception + Divination. In combat, if I want to throw a lightning spell, it makes sense that I would roll my Dexterity + Elemental magic, or something to that effect. Good luck! [/QUOTE]
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