World review

brehobit

Explorer
Hi folks,
I just finished my "world" website for the game I'm planning to run. Realizing there is a LOT there, I was hoping someone could take a look at it and provide feedback. Anything missing? What do you think of the world? The character creation system? It is a lot to read, but any feedback is welcome!

http://www.eecs.umich.edu/~brehob/Game/
 

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brehobit said:
Hi folks,
I just finished my "world" website for the game I'm planning to run. Realizing there is a LOT there, I was hoping someone could take a look at it and provide feedback. Anything missing? What do you think of the world? The character creation system? It is a lot to read, but any feedback is welcome!

http://www.eecs.umich.edu/~brehob/Game/

Well I briefly looked it over. And it shows that you've put in some time and effort for your world.

The style of the world is definately not something I would enjoy playing in. I don't personally like bizarre world constructions like gems and what not. But.. in the end, I know other people do like that style of world.

Good work though!
 

Personally, I think the idea of rewarding players for low stats with Advantage Points seems a bit counterproductive, but it's your system.

The paths seem to be a nod to White Wolf systems; while they feel a bit arbitrary to me, I'll freely admit that it's because I have no familiarity with the history of the Ruby world.

You need to expressly make the Calling rules Calling (omit the word summoning from them) and the Summoning rules emphasize the difference between Summoning and Calling.
 

OK,

1) Organize your history into a timeline. As it is you have several pages of Big God History and since that is emphasized, it is what is going to stick out in the minds of the payers. You do have a recent history wrap up. That is very, very good. A lot of people forget to do that. But it is currently hard to see the transition. As it stands we kind of go from Big Gods to local politics in a hurry. A timeline will help rectify that. Just do me a favor? Don't leave thousand year gaps in your timeline. That blargels my fargle.

2) You should up the CR on goblins and orcs when determining difficulty.

3) I like your character generation system. But some of what you can buy for advantage points is zany. This is very easy to powergame. For six advantage points I can take two skills as a class skill and get a ton of extra skill points? You are begging for people to abuse prestige classes. I'd kick around the idea of doubling all costs for advantage points. Serioulsy. 10 points to start out at 2nd level isn't worth it. 8 points for what is going to essentially ammout to 4 feats is asking for it.

4) I'd suggest letting the characters use action points to boost AC. My d20 Modern group begged for that.

5) And on a happy closing note, your cleric list looks fine. I think there should be more cleric diveristy based on what god you follow. Good work.

Hope this helps!
 

moritheil said:
Personally, I think the idea of rewarding players for low stats with Advantage Points seems a bit counterproductive, but it's your system.
Yeah, just trying something other than point buy (which I think gets lots of similar characters) or die rolling (which I think produces very unbalanced characters).

The paths seem to be a nod to White Wolf systems; while they feel a bit arbitrary to me, I'll freely admit that it's because I have no familiarity with the history of the Ruby world.
The paths are actually taken from "Paladin of Souls" (And the first book in that series, can't think of it). Never played or read any of the White Wolf stuff.
 

BiggusGeekus said:
OK,

1) Organize your history into a timeline. As it is you have several pages of Big God History and since that is emphasized, it is what is going to stick out in the minds of the payers. You do have a recent history wrap up. That is very, very good. A lot of people forget to do that. But it is currently hard to see the transition. As it stands we kind of go from Big Gods to local politics in a hurry. A timeline will help rectify that. Just do me a favor? Don't leave thousand year gaps in your timeline. That blargels my fargle.
Yeah, I ran out of steam. Lame, but as I've been working on this off and on for months, I just wanted it done. A timeline, AND some maps need to happen.


3) I like your character generation system. But some of what you can buy for advantage points is zany. This is very easy to powergame. For six advantage points I can take two skills as a class skill and get a ton of extra skill points? You are begging for people to abuse prestige classes. I'd kick around the idea of doubling all costs for advantage points. Serioulsy. 10 points to start out at 2nd level isn't worth it. 8 points for what is going to essentially ammout to 4 feats is asking for it.

Yeah, but I've reserved the right to limit prestige classes. I don't think it can get too bad. The extra feats are probably a bit much. I think I'll tone it down some. (Edit: changed it a bit, but still can get 3 feats). However, I think the level thing is about right. It's not just starting at 2nd level, it is basically a -1 to ECL. I think that is worth 10 points.

4) I'd suggest letting the characters use action points to boost AC. My d20 Modern group begged for that.
By adding the d6 to AC for a round?

5) And on a happy closing note, your cleric list looks fine. I think there should be more cleric diveristy based on what god you follow. Good work.
Thanks. I think I kept the power levels resonable too, but...

And thanks for the feedback!
 
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brehobit said:
By adding the d6 to AC for a round?

We experimented with just that. It didn't work out so hot. We never ended up on something satisfactory. I'd kick around the idea of a base bonus for a certain number of rounds. Like +4 for 2 or +2 for 4.
 

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