The Ultimate System

One thing I think we'd see is a system that uses the same skill mechanics for combat and non-combat events.

Also, it'd be nice to see a way of handling sure kills that also allows for heroic battles. The two guys swinging away at each other with broadswords for hours is a standard fantasy trope. Fine. But then you get (in D&D) a villain who sneaks into the King's chambers and does... d4+str damage when he slams his knife into the heart of the sleeping king. Even a coup de grace isn't going to do much unless the king was low level and/or otherwise earlier injured.
 

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Bloody hell, talk about kill-joys. Do you people know what hobby you're even in? I'll give you a hint: it requires imagination.

This is akin to starting a thread entitled "The Ultimate Song". Your asking a matter of opinion that is based on preference.
 

Something along the lines of Vampire: The Masquerade, which uses a limited die type and takes into accout that you can use one skill, with multiple different attributes. Want to intimidate someone but don't have a high 'charisma'? No problem. Show your muscles. There are many different ways to skin that cat.
 

I don't know what it would look like. However, based upon my experience and preferences, it would most likely be designed by Steve Kenson.
 

and took away all the things that force systems one way or another
One thing that pushes games in certain directions is the need to deal with, well 'bad' players. With no bad players, indeed, only /perfect/ players, the rules for the perfect RPG would be "Get a group of friends together, have them each make up a fictional character, and then guide them through a story that you all put together and 'play out' collaboratively."

Failing that, the ultimate RPG for an imperfect world would look a lot like Hero System.
(OK, the skill system would be different...)
 


My ultimate system would essentially be a Pathfinder core plus Psionics plus Book of 9 Swords with the following 4e-isms integrated into the design:

HPs are static
Monster stat blocks are self-contained
Spellcasters have a magic attack bonus that targets Fort/Ref/Will defenses
Implements (wands/staves/rods/etc.) provide a bonus to magic attacks instead of charges
1/2 level increase for attack/skills/defenses
Per round "saves" instead of set spell durations
Healing Surges or some form of reserve HP mechanic
Rituals
Retool the spellslot system to make certain low level attack spells effectively at-will and some effectively per encounter. No caster should ever need a crossbow.
4e style action points
 

I'll go out on a limb and say that if you had the world's best game system designers all working together to create the ultimate game system, the result would not be an RPG.

RPGs require a gamemaster to run things, and as a result, even the most well-designed roleplaying game can suck because you don't have a quality GM. If you cannot guarantee the ultimate GM, then you can't guarantee you've created the ultimate system... and thus, these ultimate game designers would most likely remove a GM from the equation.
 


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