there's nothing wrong with borrowing
A little research on other game systems reveals that my system resembles several I have never played; my resolution system, at its core, looks like shadowrun's. In my system you need a 1 or 2 on a d6 for success, because I was originally going to use a variety of dice to represent skill, d4-d20, but I dropped that because I thought it would slow down play too much. I've done lots of stuff to try to speed up the actual mechanical playing.
My multi-action system acts a lot like d6 Star Wars, though I think mine is implemented in a cleaner fashion (I think it will play faster), and I like how I tied it into my wound system.
My mechanics chapter (which includes skills and combat, but not magic) is about 8.5 pages now, and I think it will end up about 10 pages. Skills will probably be about half that. I specify that my skill list isn't meant to be all-inclusive, but I included stuff that I figured would come up a lot (stealth, combat skills, etc.)
One thing I am trying to do is build a system where I can have attacking be a skill like every other without the character feeling like they have to have it; I accomplish this mainly with the power of magic, and because I intend for this to be played with a small number of players (more players tends to make combat encounters more attractive, in my experience).
Wik said:
Two weeks in, is anyone else beginning to encounter unforeseen troubles?
Right now I think my rules are pretty non-sensical, because I haven't really chosen one set of terminology and used it consistently throughout.
Another thing I need to nail down is whether I want combat to be tactical (with minis and a grid) or descriptive; I'm leaning toward the second, but the first has some advantages in terms of clarity.
I currently have four things that can add to a skill roll, assuming no additional outside modifiers; Focus, attributes, skill groups, and skills; I'm thinking of merging attributes and skill groups to clean it up, but I should probably decide that soon.