[Untitled RPG] An RPG Based on Simplicity and Complexity, with Wiggle Room
bosky:
Yeah the no editing can be a bit painful for those small "oops, I forgot!" moments.
The Google Doc you linked to displays fine. It reads a lot like the D20 system, just with different attributes. I tend to like systems that write to a specific genre and have the rules tuned to that setting instead of doing the GURPS approach, since "jack-of-all-trades but master of none" becomes an apt description.
Anyways what I'd really like to comment on is this:
Quote from: Joseph on May 17, 2012, 03:44:08 PM
Should a combat system be mutually agreed upon, or is there a way to make sure more experienced players can get their complexity fix while new players can go with uncomplicated whack, smack, and roll?
This to me is truly an innovative and unique idea. Allowing one math-loving player to add complexity to their attacks while the others can achieve the same thing with fewer rolls or calculations all at the same table is a really neat idea. I wonder if something like this is even feasible, or if players would just naturally gravitate to the simpler system or whatever the majority is doing.
Joseph:
I was kind of hoping to make sure that equipment and basic attacks are at least somewhat balanced internally. If a player wants to go the super-complex-build-everything-from-scratch route, they shouldn't necessarily be dealing more damage than a melee fighter, but they might have different effects. Again, I'll point to Anima; there are at least 3 or four supernatural abilities, but a straight Warrior can still just pummel them into dust if he gets the upper hand. I have a player who uses Ki, and has put in hours of work into his abilities outside of the game. Another player is a Rogue-type, and he is a melee fighter. They both deal roughly the same damage, and so far this seems to be the reason: straight melee combat has higher ability to deal high damage, but the various buffs that the Ki user has equate to a more consistent ability to deal good damage. He's got a lot of utility, but he ends up just as effective as the other player.
I hope that I could design a system that balances itself; perhaps esoteric effects should result in less focus on straight damage? As an aside, the Ki user has 3 pages of character sheet that they use, and the Rogue has about one and a half. One is way more complex, but that complexity doesn't mean less balance. I'm working on a few additional rules right now, mostly to bring it to parity with a basic no-Magic d20 game. As it stands, I don't think that it's unbalanced yet.
I've added rules for armor and weapons, but I don't have any tables yet for various equipments. I've got a sidebar with a couple of options for blackjack-style or exploding dice. Here's a PDF with what I've got so far. http://www.mediafire.com/view/?62l1q81z8260r8l
There are some areas where not everything is finished. As far as the "Feature Completeness" section is concerned, I'm currently basing it on d20, but I'm willing to change if I hear a good argument. So far, it's still pretty barebones, but it's a start.
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