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<blockquote data-quote="Eltern" data-source="post: 2953358" data-attributes="member: 5870"><p>Well, I'm still manipulating the combat attack/wounds system, but it was inspired heavily by Shadowrun and Grim n Gritty. I've read both of these, but only ran Shadowrun. I've read -about- GURPS, but have yet to -read- GURPS. </p><p></p><p>Basically, any system that I would like to run would have to have a few things:</p><p>1. No classes. Players pick exactly what abilities they have. </p><p>2. Fairly freeform magic (No predetermined spells, but weilding different aspects of magic to make an effect).</p><p>3. A combat system that was fairly realistic in how it describes what's happening to you. Hit points seems like the bottom of the barrel in this respect, and specific wounds on specific hit locations seems like the best there is. But I could definitely go for something else, if it worked. </p><p></p><p>I'm also a HUGE fan of simple resolution systems. Rolling lots of dice and doing lots of counting and lots of adding/subtracting annoys me, because it slows down gameplay heavily. This is the primary reason why I can' handle Shadowrun, because of the "successes" model that requires rolling dozens of dice for any task. It's just a pain to count out your dice! I really like D20's simple use of the d20, and that's it (except for damage, which I'm trying to take out). </p><p></p><p>Other notes: The Hero system sounded interesting, but when I actually looked at the first few pages of the book in my FLGS, it seemed a bit too complex in its resolution mechanic (Don't remember how, as it was awhile ago). I've also heard whisperings about Alternity, but I also hear that's class-based. </p><p></p><p>I would simply use GrimnGritty with Elements of Magic and Buy the Numbers, but </p><p>1. That doesn't gain me anything in finding a complete system to use <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> I've just replaced one homebrew combat system with another.</p><p>2. I want to get away from rolling damage for weapons. I want the difference between the attacker's roll and the defender's roll to be the only variable, because it speeds things up. Also, it fits more with reality for me. How, exactly, were you really, really successful in hitting your opponent, but screwed up the dealing of damage?</p></blockquote><p></p>
[QUOTE="Eltern, post: 2953358, member: 5870"] Well, I'm still manipulating the combat attack/wounds system, but it was inspired heavily by Shadowrun and Grim n Gritty. I've read both of these, but only ran Shadowrun. I've read -about- GURPS, but have yet to -read- GURPS. Basically, any system that I would like to run would have to have a few things: 1. No classes. Players pick exactly what abilities they have. 2. Fairly freeform magic (No predetermined spells, but weilding different aspects of magic to make an effect). 3. A combat system that was fairly realistic in how it describes what's happening to you. Hit points seems like the bottom of the barrel in this respect, and specific wounds on specific hit locations seems like the best there is. But I could definitely go for something else, if it worked. I'm also a HUGE fan of simple resolution systems. Rolling lots of dice and doing lots of counting and lots of adding/subtracting annoys me, because it slows down gameplay heavily. This is the primary reason why I can' handle Shadowrun, because of the "successes" model that requires rolling dozens of dice for any task. It's just a pain to count out your dice! I really like D20's simple use of the d20, and that's it (except for damage, which I'm trying to take out). Other notes: The Hero system sounded interesting, but when I actually looked at the first few pages of the book in my FLGS, it seemed a bit too complex in its resolution mechanic (Don't remember how, as it was awhile ago). I've also heard whisperings about Alternity, but I also hear that's class-based. I would simply use GrimnGritty with Elements of Magic and Buy the Numbers, but 1. That doesn't gain me anything in finding a complete system to use :-) I've just replaced one homebrew combat system with another. 2. I want to get away from rolling damage for weapons. I want the difference between the attacker's roll and the defender's roll to be the only variable, because it speeds things up. Also, it fits more with reality for me. How, exactly, were you really, really successful in hitting your opponent, but screwed up the dealing of damage? [/QUOTE]
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