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What is in the ultimate system?
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<blockquote data-quote="Summer-Knight925" data-source="post: 5670351" data-attributes="member: 80297"><p>It's what I'm trying to do, or at least in a way.</p><p></p><p>See, my idea is to make a realistic game that gives you (the player) the options to do what you want to do, role play skills effect not what you say but how you say it, say "Milady you look beautiful today" and roll a 1 on a diplomacy check, you made it seem sarcastic, or say "pudding" and roll a 20 on an intimidate check, you scared away a giant</p><p></p><p>combat to a sense of realism pertaining to control, actions that run smoothly through a turn and still give you a complex feel without being beyond comprehension</p><p></p><p>treasure that is fun to find a number booster "I found a +x sword? SWEAT!"</p><p>gold and currency for use OTHER than making you're character stronger "Ye must pay four gold to cross the bridge of West Haven"</p><p></p><p>Magic that allows you to customize your magic user to be able to cover spells of all types (including healing magic) but still have the random effects that allow you to either fumble a fireball and actually snuff a torch out or shoot a thermo-nuclear missile, with respect of course</p><p></p><p>monsters that include both favorites from the past and ways for GMs to make new monsters WITHOUT needing extra prep time just for that</p><p></p><p>random table for everything (a lot of those)</p><p></p><p>a setting of adventure and intrigue without offsetting a GMs creativity (this goes for just about any famous D&D setting, having to work within the rules kinda sucks)</p><p></p><p>characters that are always different (no 2 dwarven fighters have to be the same)</p><p></p><p>races that are simple</p><p>classes that are simple</p><p>rules that are simple </p><p></p><p>and to all three, the options to go as deep as you want WITHOUT being a total power gamer and making it unfun for others, it would reward roleplay more than hacking...I guess its a system for me, but the hacking side of it would still be fun too!</p></blockquote><p></p>
[QUOTE="Summer-Knight925, post: 5670351, member: 80297"] It's what I'm trying to do, or at least in a way. See, my idea is to make a realistic game that gives you (the player) the options to do what you want to do, role play skills effect not what you say but how you say it, say "Milady you look beautiful today" and roll a 1 on a diplomacy check, you made it seem sarcastic, or say "pudding" and roll a 20 on an intimidate check, you scared away a giant combat to a sense of realism pertaining to control, actions that run smoothly through a turn and still give you a complex feel without being beyond comprehension treasure that is fun to find a number booster "I found a +x sword? SWEAT!" gold and currency for use OTHER than making you're character stronger "Ye must pay four gold to cross the bridge of West Haven" Magic that allows you to customize your magic user to be able to cover spells of all types (including healing magic) but still have the random effects that allow you to either fumble a fireball and actually snuff a torch out or shoot a thermo-nuclear missile, with respect of course monsters that include both favorites from the past and ways for GMs to make new monsters WITHOUT needing extra prep time just for that random table for everything (a lot of those) a setting of adventure and intrigue without offsetting a GMs creativity (this goes for just about any famous D&D setting, having to work within the rules kinda sucks) characters that are always different (no 2 dwarven fighters have to be the same) races that are simple classes that are simple rules that are simple and to all three, the options to go as deep as you want WITHOUT being a total power gamer and making it unfun for others, it would reward roleplay more than hacking...I guess its a system for me, but the hacking side of it would still be fun too! [/QUOTE]
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