[unnamed] indie RPG in development

<< < (2/8) > >>

Callan S.:
What's play meant to be about? What do you want play to revolve around? For example - if you want play to be about courtly intrigues....well, removing levels just aint gunna do much one way or another. So I look at the list of changes or similarities and have no idea what your shooting for and whether any of it is, by my estimate (FWIW), will work toward your goal.

Zireael:
Quote from: Callan S. on January 27, 2012, 02:10:06 AM

What's play meant to be about? What do you want play to revolve around? For example - if you want play to be about courtly intrigues....well, removing levels just aint gunna do much one way or another. So I look at the list of changes or similarities and have no idea what your shooting for and whether any of it is, by my estimate (FWIW), will work toward your goal.


Play is meant to be like in Warhammer or D&D, but balanced. Not leaning towards combat, 75/25 as in 4e, but 50/50 or even more in favor of roleplaying and social skills.

Justin Halliday:
Seems to me that some of your goals are in opposition.

You want to simplify D&D, but you're keeping lots of the complicated parts of D&D (feats, skills, etc), and then adding more components that are arguably more complicated than D&D:

- Advantages (with ranks) that are purchasable
- Body location damage
- XP prices for some spells

The way to make a simpler game is the reduce the number of up-front choices that players make and to streamline each of the systems in the game.

Zireael:
Advantages = feats and skills and special qualities and special attacks. It's easier to keep track of, say 5 advantages, than of 4+ skills and 4+ feats plus special qualities of a D&D character of a comparable level.
Body location damage is an attempt to make it a little more realistic than D&D is. This system is not merely "D&D simplified", it's meant to be my own system also.
XP prices for spells were present in several iterations of D&D - IIRC, 2e and 3e.

Callan S.:
Quote from: Zireael on January 27, 2012, 07:44:33 AM

Play is meant to be like in Warhammer or D&D, but balanced. Not leaning towards combat, 75/25 as in 4e, but 50/50 or even more in favor of roleplaying and social skills.
I guess I'm just trying to figure out questions that might help to consider. So:

How are you making it 50/50? Do the rules tell the GM to do that?

What duty does roleplaying perform? Can you change the ending of a session or even a campaign on roleplaying alone? Does this rely on a GM judging the roleplay? What if this GM judgement means, for some GM's only one in a million times can roleplay change the outcome? Is that a bad GM, or could the rules actually ensure the GM does not have so much influence?

Maybe the questions are useful to consider, maybe not. I'm not putting them out as if they have to be considered. :)

Navigation

[0] Message Index

[#] Next page

[*] Previous page