[unnamed] indie RPG in development
Zireael:
The goals of the project are as follows:
1) remove the Linear Warriors Quadratic Wizards effect
2) remove the clunky tables (too much math)
3) retain the race-class-skill-feat system of the d20 and the use of the d20 dice
4) focus equally on combat and non-combat
5) make it easier for newbies than D&D
Link: http://treskri.wikidot.com/mechanika-dla-treskri.
Warning! Text in Polish, however, Google Translate should do its job - there isn't much text now, mostly bare-bones rules.
I won't translate it into English right now, for two reasons:
a) keeping track of a project in development in two language versions is too hard (making sure both versions are up-to-date)
b) not enough time (studying at uni)
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I need help mostly with point 4) of the goals. The indie is mostly based on d20, but with stuff adapted from other rulesets - for example, I saw Action Points in Fallout and thought they are easier to understand than D&D's (swift/minor)free/move/standard/full-round actions.
P.S. I take ideas concerning the name of the project itself.
Double_J:
So, it basically sounds like you want to mainly want to use the d20 OGL, but want to re-work the classes. As to point 4 -- to me, that just seems to be a matter of refocusing the scenes/encounters ..... maybe some fluff that gives more rewards for non-combat activities (and, in turn, lowers the rewards for combat).
The "quadratic wizards" effect is simply a matter of redesigning the magic system from the ground up (I know that I said "simply", but that's actually a pretty tall order when trying to keep it within the confines of still being operational in the d20 system).
To what clunky tables are you referring?
Honestly, the d20 system is not newb-friendly -- and it's specifically because of the way that the class-skill-feat system interacts internally. Another major issue is the "ivory tower" design methodology. Combine that with the sheer number of options, then, as far as I can tell, these issues are pretty much inextricably linked.
To me, based on your design goals, it sounds like you want to design a d20-compatible campaign setting. Which is totally cool -- just remember that your design goals need to mesh with your work efforts.
[/twocents]
Also, for some reason, when I hit the "translate" button, it says that the document is already in English -- which is clearly not the case.
I also tried to translate it "back" to Polish, and then back to English; but got the same result.
Zireael:
I want to make d20 based system, yes, but one that is easier for the newbies than D&D is. I combine stuff from all editions of D&D, taking what was done well in 3e and in 4e and changing what was done badly.
Yes, I am aware that it is not possible to change some aspects of the system completely, and that some legacy of the d20 will remain.
I rework not only the classes, but also the spells system and the way skills are gained. Attributes are also slightly changed. I also lumped together all sorts of special qualities and special attacks and feats - under the name of 'advantages'.
Clunky tables? I mean all those tables in D&D - equipment tables, damage tables, class level tables, attributes tables. Too much math.
Someone suggested taking a look at Star Wars talent trees.
Re Google Translate: I pasted the link itself, chose the language as Polish (for some reason, GT suggested Swedish [?!]) and translated into English. It worked. The result is not perfect, but it does the job. But indeed, GT language detection is weird.
Zireael:
Main features:
- lack of levels
- saving throws as in D&D
- attributes as in D&D, but replaced by the modifiers- HP representing the character's stamina
- action points instead of the minor/move/full-round
- a varied selection of class and race as in D&D
- body parts specified for damage
- 'advantages' bought for XP
- XP given by the DM as he wishes
- some of the more powerful 'advantages' require ranks (a certain number of XP has to be spent earlier)
- no criticals, no random damage dice
- no spell failure
- changed armor check penalties
- advancement paths for given classes
- less skills than in D&D (16 for now)
- every class (fighter and magic-user to use the AD&D terminology) uses the same system
- every class has access to manevuers (a bit of a cross between Tome of Battle and 4e)
- XP price for some potentially unbalancing spells (scry, teleport etc.)
The skill system is 100% done (I only have to add the missing descriptions). The classes are about halfway done - that is, some of the classes are missing. There are several examples of manevuers, advancement paths (equivalent of PrCs) and monsters. Combat rules are 90% done. Equipment lists are halfway done.
I'm wondering whether to leave 'advantages' (feats, special qualities, special attacks lumped together) as they are or should I use something similar to talent trees from SW?
Should I stick to the D&D nine-alignment system (modified a bit) or should I use something else?
Zireael:
No comments? No ideas? I want some input as to whether I should leave XP and other prizes in the DM's hands or if I should enforce some rules... What about the social part of the ruleset?
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