| GM DarkLightHitomi |
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I am making a new game system and am looking for thoughts, suggestions, feedback, etc.
Basic premise,
Skill based and classless (though with optional class packages).
The core mechanic is to roll 3-5 dice, totaled and compared to a DC. The dice are different sizes depending on the character's stats. Can earn fortune (which grants boons for characters to use) and boosts (which scales levels of success), and their negative counterparts, can be earned on these checks.
So this makes a bell curve for more consistent results. The system can also easily and smoothly scale from weak to normal to heroic to divine.
There are fewer secondary stats as well. A bit simpler stat wise then d20, but otherwise has a similar level of complexity.
Magic and other powers are less certain and more balanced against martial capabilities, such that martials are better at damage but casters have versatility.
I have also included a better non-combat encounter system called Daunts, which is versatile and remains based on the characters.
It is also being design to easily handle a wide range of genres including classic Tolkien style fantasy, to Gygax style fantasy, to Star Wars, to modern, to several other settings I am keeping in mind.
I have a google site with the rules, I some major updates to make (again) but I have to do that on weekends cause my phone won't work with editing google stuff.
https://sites.google.com/site/roadsandruinsrpg/home/rnr-srd
| Goth Guru |
I'll read it, but 2 points till then.
1. You can use underline for spaces. That allows character sheets to be printed out, then filled in with pencil.
2. Don't inherit trash. For example, armor spikes don't cost an attack action. Don't have separate rules for magic and modern. People want to memorize one system. D20 modern was a disaster.
| GM DarkLightHitomi |
Well, unity is a design goal, in fact, the stats for a starship are the same as for a character (though certain bits are handled differently, most ships don't heal themselves for example.)
Magic and modern have the same reskins general, different settings will be simple reskins and changing which options are available, or the occasional addition of options. Though obviously some things need to change, (I.E. Star Wars moves ships like air planes, while the Honorverse moves ships realistically based on acceleration rates.) but I do try to minimize that.
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I am not that great at writing so if anyone has questions, doesn't understand something, or (even better) wants to help rewrite things clearly and concisely, feel free to post.