The Ideal RPG System?

Iron Sky

Procedurally Generated
I was reading the "5 RPGs, stranded on a desert island" thread and in posting my reply I got to thinking about what it was I liked about all the systems, and, in turn, to what would make the hypothetical "best" system.

Note: I reference Exalted, 1st Edition many times below. This is not to push/promote/glorify/etc the system; it is simply the system closest to the system I'm trying to describe here.

For me, my ideal system would have the following attributes:

Level-less
I far prefer a small, personally defined advancement at the end of each session to a large, predefined advance every couple to several.

It makes me feel like my character is growing in ways meaningful and relevant to what I've been doing, rather than all-the-sudden arbitrarily jumping up to a new threshold of capability across the board.

Moderate ability/skill/capabiltiy "granularity"
White Wolf's games have a simple "low granularity" 1-5 scale for most character attributes.

The system works great, but the 1-5 scale seems a bit limiting at times, both from a GM's toolkit/world-shaping perspective and from a player advancement perspective. I think a 1-10 rating provides enough granularity in a Storyteller-like system. Which leads me to the next point:

No "capability cap"
There's something about "capping out" in all games that kills them for me (prime example: hitting max level in an MMO or hitting the unit cap in an RTS).

Even if getting that final rank/dot/level is exhorbitantly expensive in whatever form of character capability currency the system uses, I like to know that there is still room for advancement.

Even if you can only temporarily exceed the limit, as long as there's no "you're now the best there ever is/was/will be" it helps maintain motivation (mine at least).

"Roll vs" over charts and/or "dice add" and/or "dice plus"
Humans, like computers, compare two numbers far faster than they add them together and the comparison is fastest when there's a simple set number for comparison rather than needing to refer somewhere else to find it.

I've found that I can roll 25d10 for some epic roll in Exalted and figure out the result faster than some players can calculate their 1st level daily + quarry/curse/sneak attack + static bonus in 4e.

Rolling many dice vs a set number also gives more consistant results(while still allowing for variablity) than rolling a single large dice and adding a relatively small modifier.

Simple ground rules and "rules of thumb" vs comprehensive rule minutia
If a game has too-few basic ground-rules, you can end up with totally arbitrary, potentially unbalanced, "game harming" spontaneous GM rulings.

If it has too many, the table comes to a standstill while the GM looks up the Orbital Laser Ground Strike Miss Impact Location Deviation Chart, cross referencing the Ranged Attack Terrain and Visiblity Effect Modifiers and bogging down what should probably be the most exciting, fast-paced, and cinematic bits of the game with multiple rolls and/or pages of text/chart skimming.

Finding that balance is hard: "There's rules for excavation in cubic-feet-per-minute in the Basic rulebook?" vs "There's no crafting rules in any of the books?" Again, I think Exalted handles this well, covering basic uses of every skill that cover most uses of a skill or ability and at least giving comparison benchmarks when skills are used in different but similar ways: "Ok, so it's x difficulty to do this with this skill, so it's probably about x+2 to do this other thing that he's trying."

Having a few solid rules of thumb to augment the specific rules works the best in my experience.

Overall Cinematic Theme
When I play RPGs, I play them to feel like I'm a character in a cool movie(or directing a cool movie if I'm GMing).

I think a game should reflect that by keeping things (rule-wise) simple and fast moving to keep the focus on the characters and the action. When I'm playing Exalted and suddenly we're in combat, there is little feeling of "transition" where in 4E, it's like being in a Final Fantasy-style game where we're wandering around the world and suddenly there's an encounter, the grid comes out, and we're in "combat mode."

To clarify, I love strategic turn-based combat. My friends and I have played Warhammer 40K minatures and various other tabletop minature games and had a blast. I'm a (struggling) Flash game designer/developer and all my games I'm working on involve strategic turn-based combat. They are great in their place. I just don't think that place is in RPGs.

When we play Exalted, unless the scene is really involved, we don't even usually draw it out and even then it's more of a sketch than a battlefield layout. The battle, like most of the rest of the game, takes place in people's imaginations rather than in minatures pushed around a grid.

In my ideal system, all rules would have cinematic, fun, fast play as one of the primary design goals(with balance/believability slightly above it on the design document's list of goals).

Stunts
Exalted combat rewards cool cinematic descriptions of what your character is doing with small bonuses to the action associated.

Its one of the things I love about the system, but think it should go further and extend to any meaningful action(i.e. requiring a roll) the player takes. The bonus should be small enough that it doesn't hurt the players who are shy/relatively unimaginative but just having it there encourages players to think of cool ways to describe what they are doing or allows them to at least have some shot at trying something their character may not be good at if they have a great idea.

Generic
Since I'm discussing an ideal game, I'd like it to have all of the above and still be generic.

I'd love to use the same core system and think "man, I could run a cool scifi action game with this" or "man, I could run a cool fantasy sword-and-sorcery game with this." Many systems are "flavored" by an associated world, whose fluff may or may not match my own(and other's tastes). Since the vast majority of games I run are homebrew settings, the less "flavored" the rules are by setting the more value I tend to find in the game in the long run.

An "attatched" campaign can be great, but I find games with implicit settings(such as Shadowrun and Call of Cthulu) tend to limit the time the system gets played in the long run.

Modable
Even though the system is generic, I think it should be designed to easily integrate such things as cybernetics, magic, psychic powers, space combat, mecha, and other setting-specific mechanics.

In fact, many of the mechanics for high-technology, magic, and psychic tend to cover the same sort of ground. If the system had a generic: "Energy blast" or "mind reading" ability that could be reflavored as appropriate, that would probably work best.

Pre-designing a wide array and/or giving consistant, balanced rules for creating new powers/vehicles/enhancements/whatever would go a long way to making the game universal.

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Off the top of my head, this is what the hypothetical "ideal" system would look like: Leveless, uncapped, simple, cinematic, generic, modable.

What does your ideal system look like?
 

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Ability To Affect Die Rolls
I am so in love with the Hero Point/Bennie/Action point/Whatever idea that I seriously consider any RPG without it to be deficient. Whether it's the ability to avoid a bad die roll at a critical time or just to gain access to a stunt ability I don't normally have, the concept of the action point is just amazing.

Meaningful Skills
Something I seldom see is a scale that lets me know how good I am at a skills as compared to various levels of expertise. Exactly when am I a master of my craft? When am I the best blacksmith in the region? When am I the best swordsman in the world?
 

Invisible Levels:

While the system would be mostly classless/leveless there would be some manner of levelling system to determine how overall powerful the PCs are. The NPCs/Monsters on the other hand do have a level and a XP Budget (like 4e) so to allow easy determination of conflict.

Built around Crafting Stories:

The rules and the way of writing is oriented around not demonstrating how the world works or physics or anything like that. It is built around the concept of the players using PCs to interact with a story that they are crafting alongside the DM/Storyteller. As such things like extreme-versimillitude, etc. don't really fall into this. There would be for instance; abilities that would be measurable in Chapters or Scenes.

Simple but Flexible System:

Basically have a few rules that are flexible enough to govern many different things; jumping from tree to tree, swinging down a chandeliar, playing the flute, etc, etc. all based off a few rules that can be flexed by the players/DM to suit the needed scenario.

Less Rolls Needed:

So for instance, say there is some ability a PC has. In most games it may require multiple rolls to go through each step of it. Instead it is covered by one or two rolls and the actual events from beginning to end are narrated by the player not the dice.

Morphable:

Very open to understand and tweak system, the math is right there infront of you in plain english. Also the fluff would be at a minimum to allow more homebrewing/room for more crunch. It would also be somewhat setting-neutral, could be fantasy, horror, etc.

Essentially:

My ideal system would be a combination of 4e and The Storytelling System.
 


There's no such thing as the ideal RPG system in general, at least in my mind.

Take, for example, Dread. I think that's the ideal system for the horror/suspense genre, and I know of no other system which comes remotely close to it.

Savage Worlds is my ideal general system as far as running a game goes. I like it as a GM because it's a simple and fast-playing system.

That same simplicity, though, kind of turns me off as a player. D&D 4e, I think, is my ideal general system for playing a game. I like the rich choices and relatively high level of complexity that character creation in D&D offers.

So my ideal system is one which is well-suited for what it's going after and for the role I'll be playing in the game.
 

Whoa. I guess I wandered into the wrong bar ... :)

My Ideal would have:
Levels. They're easy to keep track of. No fiddling advancing your pips. It's also easy to be sure you didn't write something down wrong because you can always recreate your character at any time. (like an audit).

Strong Archetypes that combine smoothly. I want more flexibility than a fixed set of classes like D&D provides, but not a lot more. Maybe each character is a mix of one element from columns A, B and C. Sort of like if 4E only had four classes (Defender, Leader, Striker, Magic-User) and then layered kits on top of that like 2E. Add race & bio and you've got a new character in under 5 minutes. The beauty here is that adding one kit adds 24 new character options (one for each class/race combo plus that kit). Much repeatability.

A few good mechanics. I like d20, but one of the problems with d20 is that its probability curve works for combat but not necessarily for other things. I'm fine with having the skill system, for instance, use a different mechanic as long as all skills used it and I didn't have to learn too many. Something fast, efficient, appropriate and easy for the DM to ad-lib.

Top Notch DM Support. Easy to make NPCs, monsters, encounters and quests. 4E does well here, whereas 3E did not. RC and AD&D did much better then 3E too. I like monsters and NPCs that come on tables, since a die roll saves you having to actually think too hard about a guy that's probably a throw-away part anyway.

Props Not Even Remotely Required or Assumed. No need for battlemats, minis, dungeon tiles, etc. at all. I didn't realize until I played 4E how much it bugged me.

Well Balanced Character Choices in Race, and Class (at all Levels). This is where older editions of D&D fall down. 4E did really well here, though I agree with those who think the classes feel a little too similar now. I don't think magic users should have non-cantrip at-wills (just doesn't feel magical).

Rules with Verisimilitude. I need rules that I can understand from the character's point of view. "What does that attack look like? How does it work? What side effects does it have?" 4E falls down here for me. Each previous edition of D&D (going backwards) works better for me on this point.
 

Nothing will ever be perfect. One gamer's perfect system is another's I-wouldn't-run-that-if-you-ran-it-for-me-and-I-got-paid. :eek:

For me I want...

Leveless, Classless, No Limits on Who Can Be What!

However, I do like the idea of Templates and Overlays as described in the Last Unicorn Games ICON System. Rules on how they were put together are necessary so I can create my own, original Templates and Overlays.

Simple, fast and easy resolutions to skills checks, combat, etc. Also, these should always follow the same rule/die mechanic.

Once I generate my character and have him/her in from of me I should never have to look at the rulebook again during play. Never ever.

Don't give me tons of mechanics. Give me a single mechanic that works and a systems (or subsystems) and options for generating my own stuff.

Put all that I absolutely need in one book. Additional books add options and ideas.

Art that not only doesn't stink but actually inspires ideas.

The closest thing I can think of to this would be Traveller, Star Trek (LUG) and Star Wars (WEG D6) which is probably why I play those games more then any others.

AD
"Never Give Up, Never Surrender!"
 

Leveless systems are impossible unless characters are static. If a character can progress, the only question is whether his "levels" are discrete or not. Even if the "power level" isn't represented on the sheet, it's still there in the back of the mechanics.
 

Leveless systems are impossible unless characters are static. If a character can progress, the only question is whether his "levels" are discrete or not. Even if the "power level" isn't represented on the sheet, it's still there in the back of the mechanics.

I couldn't disagree more.

Many, many systems through out the years have been Leveless IMO. Levels are an abstract and often arbitrary way of rating a character's maximum potential at a given time. While its true that most characters in a game will all start out roughly the same "power level", where they go from there should be a question of merits from the GM and player decision.

Traveller is the perfect example. A character whose gone through 5 terms as a Marine is not the same "level" as one whose done only 2 or 3 as a Reporter. If I keep adding experience/character points to my combat skills and dexterity and not others in WEG Star Wars I may not be the same "level" in combat as my Scientist companion.

I suppose its how you define level in the context of gaming in general and one game in particular. Generally I think of awarded XP going directly to skills and abilities as not being "Level" oriented in comparission to saving up my points until I hit X number and now every goes up. Never liked the latter.

AD
"Never Give Up, Never Surrender!"
 

I am of the opinion that there is no such thing as an Ideal System, in general. No one system is going to do all the things I might (and have, at various times) wanted in a game system, and I'm okay with that.
 

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