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<blockquote data-quote="kenada" data-source="post: 9212508" data-attributes="member: 70468"><p>I’d like to include commentary and essays along with my homebrew system explaining what I did and why. It shouldn’t be a mystery why something is done the way it is.</p><p></p><p></p><p>My homebrew system also assumes a particular default setting. It has some implications for the system that I plan to discuss in the commentary.</p><p></p><p></p><p>Thanks. I read through it. Having it as a rogue subclass makes a bit more sense, though the thief connection seems limited to some abilities that D&D thief classes traditionally have had.</p><p></p><p></p><p>It seems like your system shouldn’t have that problem because people can use Improvise Action to improvise thief things while playing a non-thief (sub)classes.</p><p></p><p></p><p>You also listed a Mystic class (along with Disciple and Bard plus Hedge Mage and Pilgrim). Is that the only archetype that also has a class with the same name? (If I’m confused about it, then players might be as well.)</p><p></p><p></p><p>Some games don’t do what we want out of a system. That’s why I’m doing a homebrew system in the first place. I realized there were certain things I wanted that the games I was running weren’t offering, and I got tired of trying to force them to what I wanted.</p><p></p><p></p><p>Ah, so Domain play is not being used in the usual sense. It’s more generic (an organization, business, etc).</p><p></p><p></p><p>I was understanding it in the usual sense in tabletop RPGs where the PCs would beyond simple adventuring to exercising greater influence over the world. It’s like how fighters are supposedly balanced in older editions because they get a title and an army. My skepticism comes from high level play experiences where you’re pretty much just going into (fancier) dungeons and killing (bigger) monsters for (more valuable) loot.</p><p></p><p></p><p>I’m having trouble connecting this with my statement about my homebrew system.</p><p></p><p>My goal is to keep the core small. I have an informal target of 16 pages A5 (or about four pages in common RPG size) for the players’ rules. That doesn’t include class information, gear lists, rules for the referee, etc. I don’t want a bunch of subsystems for things that can be built on top of the core and emerge organically in play.</p><p></p><p>That’s what happened when the PCs acquired a settlement. They found a deed in some treasure and decided to use it to stake a claim. The settlement was ruined, so they hired an engineer to oversee construction. The construction itself is just (very, very many) clocks that are completed at the regular interval for working on a project. When it’s done, it will have the buildings they chose to build (barracks, main manor, housing for NPCs affiliated with them, farms they hope to use to entice settlers, etc).</p><p></p><p>Some of those goals will require making the hex where the settlement exists more safe by clearing it, which is itself another clock used to track progress against taking care of threats they’ve identified. They’ve take care of two (a medusa and a gorgon, and a stirge nest). There’s only one left. When the clock is filled, they’ll have successfully cleared the hex, transforming it from wilderness to frontier (and reducing its danger modifier). I expect there will be another clock representing reverting back to wilderness they’ll have to prevent from filling.</p><p></p><p>A lot of this stuff is still WIP. I expect it’ll end up in the rules for referees or a separate reference section because all the players need to know about are the basic mechanics (checks, hexes and danger, projects). Even if the referee is following a particular procedure (what some could call “domain play” though I’m probably not going to call it that), the specifics of how it is implemented and resolved are based on procedures that should be familiar to the players. It’s the same for crafting.</p><p></p><p>For crafting, you have a progress clock, a durability clock, and a quality clock. If progress is filled, you succeed. If quality is also filled, the item is HQ. If the durability clock empties, you fail. Durability goes down as you work on the item and can be further decreased as consequences. You can also work specifically to restore it. Crafting checks happen at the same interval as project work (being effectively projects in themselves). Items are also made from materials, which may themselves have to be processed (and HQ materials give you a bonus).</p><p></p><p></p><p>I describe my campaigns as sandbox-like, but I don’t really view that as the point. My homebrew system requires the players to state a campaign goal at the start of a campaign. That helps give them direction (even if the road taken is quite windy), but it also means it’s theoretically possible to “lose”.</p><p></p><p></p><p>No, I haven’t. The last game I finished was <em>DELTARUNE</em> (chapters 1 and 2 since the others aren’t out yet), then I started playing through the <em>Super Mario RPG</em> remake. Also still playing FFXIV. I’ve been playing (more or less) since ARR launched ten years ago ….</p></blockquote><p></p>
[QUOTE="kenada, post: 9212508, member: 70468"] I’d like to include commentary and essays along with my homebrew system explaining what I did and why. It shouldn’t be a mystery why something is done the way it is. My homebrew system also assumes a particular default setting. It has some implications for the system that I plan to discuss in the commentary. Thanks. I read through it. Having it as a rogue subclass makes a bit more sense, though the thief connection seems limited to some abilities that D&D thief classes traditionally have had. It seems like your system shouldn’t have that problem because people can use Improvise Action to improvise thief things while playing a non-thief (sub)classes. You also listed a Mystic class (along with Disciple and Bard plus Hedge Mage and Pilgrim). Is that the only archetype that also has a class with the same name? (If I’m confused about it, then players might be as well.) Some games don’t do what we want out of a system. That’s why I’m doing a homebrew system in the first place. I realized there were certain things I wanted that the games I was running weren’t offering, and I got tired of trying to force them to what I wanted. Ah, so Domain play is not being used in the usual sense. It’s more generic (an organization, business, etc). I was understanding it in the usual sense in tabletop RPGs where the PCs would beyond simple adventuring to exercising greater influence over the world. It’s like how fighters are supposedly balanced in older editions because they get a title and an army. My skepticism comes from high level play experiences where you’re pretty much just going into (fancier) dungeons and killing (bigger) monsters for (more valuable) loot. I’m having trouble connecting this with my statement about my homebrew system. My goal is to keep the core small. I have an informal target of 16 pages A5 (or about four pages in common RPG size) for the players’ rules. That doesn’t include class information, gear lists, rules for the referee, etc. I don’t want a bunch of subsystems for things that can be built on top of the core and emerge organically in play. That’s what happened when the PCs acquired a settlement. They found a deed in some treasure and decided to use it to stake a claim. The settlement was ruined, so they hired an engineer to oversee construction. The construction itself is just (very, very many) clocks that are completed at the regular interval for working on a project. When it’s done, it will have the buildings they chose to build (barracks, main manor, housing for NPCs affiliated with them, farms they hope to use to entice settlers, etc). Some of those goals will require making the hex where the settlement exists more safe by clearing it, which is itself another clock used to track progress against taking care of threats they’ve identified. They’ve take care of two (a medusa and a gorgon, and a stirge nest). There’s only one left. When the clock is filled, they’ll have successfully cleared the hex, transforming it from wilderness to frontier (and reducing its danger modifier). I expect there will be another clock representing reverting back to wilderness they’ll have to prevent from filling. A lot of this stuff is still WIP. I expect it’ll end up in the rules for referees or a separate reference section because all the players need to know about are the basic mechanics (checks, hexes and danger, projects). Even if the referee is following a particular procedure (what some could call “domain play” though I’m probably not going to call it that), the specifics of how it is implemented and resolved are based on procedures that should be familiar to the players. It’s the same for crafting. For crafting, you have a progress clock, a durability clock, and a quality clock. If progress is filled, you succeed. If quality is also filled, the item is HQ. If the durability clock empties, you fail. Durability goes down as you work on the item and can be further decreased as consequences. You can also work specifically to restore it. Crafting checks happen at the same interval as project work (being effectively projects in themselves). Items are also made from materials, which may themselves have to be processed (and HQ materials give you a bonus). I describe my campaigns as sandbox-like, but I don’t really view that as the point. My homebrew system requires the players to state a campaign goal at the start of a campaign. That helps give them direction (even if the road taken is quite windy), but it also means it’s theoretically possible to “lose”. No, I haven’t. The last game I finished was [I]DELTARUNE[/I] (chapters 1 and 2 since the others aren’t out yet), then I started playing through the [I]Super Mario RPG[/I] remake. Also still playing FFXIV. I’ve been playing (more or less) since ARR launched ten years ago …. [/QUOTE]
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