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Quote from: Daniel36 on August 26, 2011, 11:26:39 AM
The system feels like it is a watered down D20/D&D type system, which in my book is a good thing. It is still more complicated than the system I am working on, but my system is for a different demographic. I guess it has enough "crunch" for the people who like systems where you can basically do anything, but with all the fat from D20 removed. It is too complicated for me still, but I am sure that anyone wholly familiar with complex systems will find this a breath of fresh air while still giving them enough depth to go to town with.
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What I really liked was the Progression Points deal. The amounts are kept manageable. I hate the ridiculous amounts of exp you have to dish out in so many RPGs.
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About the setting. It felt familiar enough to understand immediately, with enough new things in it to be fresh. It was descriptive enough to get a good idea of what it is about, but it still gave you more than enough room for your own interpretation. Honestly, in that sense it is quite genius. It felt like a very nice mix of Fallout, S.T.A.L.K.E.R and Necromunda. Pure win.
QuoteRock and roll, take whatever guides you to your design goals.
Anyways, it seems you too decided to forego "stat rolling" in favor of actual character development, and I am happy to see it. Do you mind if I take some inspiration from it?
QuotePresently, I'm trying to be careful with Burdens. I've seen it too often used as a min-maxing tool. So, I'm only making use of them in Mutant generation and may present opportunities in character advancement. I'm trying to give players a fairly level starting point. So, right now Traits are the main focus for character creation. (Unless you are mutant then you have a mix match of Asset and Burdens.) I don't know what a good Trait limit would be at this point.
The only thing I am missing in this is a solid explanation on how to use it. It gives us plenty of different traits and whatnot to choose from, but I couldn't find out how many I am getting, and how many Burdens I need to take in exchange. That is my main issue right now.
QuoteNeed to put in some examples. The weapons are pretty formulaic. The Damage section of the system shows a damage scale. Typical action point cost is 2 for a standard weapon. Static damage is based on the "frame" of the weapon. Variable (dice rolling) damage is based on the ammunition or power behind it.
Also, the Items section is still a bit barren. Not many weapons to be found, and the items that are there have good descriptions, but not too much info in the sense of how they work mechanically, or am I wrong? This could use some clarification.
QuoteI tried to be very careful with the economy of the world. It's REALLY easy to throw in arbitrary weapon and adventuring gear costs and it seem workable. The trouble comes when the rest of the world is factored it. It felts weird when you realize that you CANNOT sell the powerful, but not useful for you, item you found... because it's worth the entire town's GDP for the year. So in a strange way... powerful items that should be valuable are actually... pretty damn worthless.
On more positive note to end with, I love how you made life for the GM real easy by giving him or her set prices for everything, from a simple beer and lodging to weaponry, and even some roleplay things like a movie or "company". That is something that I always find so difficult to determine in games like D&D, that is just one thing that I personally find great!
Quote from: Kyles Games on August 27, 2011, 03:58:05 AMIt's a lot better than what I had. I'm certain some will just stick with flat adjustments, but the ratio is handy for simulating many soft armors. I've been trying to figure out the best way to explain to take the number in the tens place of the damage received, multiply it by the ratio adjustment, and subtract that from damage. I've tried different shortcuts in the simulation of this, but the math always diverged too much from original intent after a certain point.
Other than making me want to divide by zero, it looks good. I especially like the ratio modifiers, though I'm not sure how well they'd work in play, just on the basis of having to mess around with math, since I've been in sessions where at the beginning math is fine, but by the end of the night everyone's tired and caffeinated and incapable of thinking straight, much less division and subtraction/addition.
QuotePar for the course.
Also, Bubba, how's it going? Small world.
Quote from: BubbaBrown on August 27, 2011, 08:35:12 AMOh no no! When I said my game is for a different demographic that includes me. I am way too lazy to learn rules that are just a tad more intricate than I care for. So it's not your game, it's my lazy ass. Like I said, it feels like it would be a breath of fresh air while still enabling enough depth for anyone who likes intricate rulesets. I am not one of those people.
What parts were a bit more complicated then you cared for? Just curious... I'm trying to figure out if my wording of the concept is to blame.
QuoteMy thoughts exactly. It never made sense. How come I can become smarter by killing ten goblins (a notion I find silly to begin with) and get my PhD in one go from killing a vampire? I mean... a beer isn't a hundred dollars just because I can only use it after I am (level) 21, and baby food isn't dirt cheap either... Okay, silly analogy, but still...
I know what you mean. I tried to find a balance point in granularity to where the economy of the points felt right. It seems in a lot of systems the experience economy is suffering from hellish inflation. Experience points in d20 and DnD can downright feel like Zimbabwe dollars after a few levels.
QuoteI am very grateful!
Rock and roll, take whatever guides you to your design goals.
QuoteI guess it depends how you look at it. I guess if you make a clear distinction between traits that aid adventure (be it combat, healing, disarming traps, repairing items or anything else that aids you on the road) and traits that aid roleplay, I guess you could give them like 3 adventure traits and like a maximum of 5 roleplay traits or something. The roleplay ones really just add flavour, but I personally find them a very important aspect.
Presently, I'm trying to be careful with Burdens. I've seen it too often used as a min-maxing tool. So, I'm only making use of them in Mutant generation and may present opportunities in character advancement. I'm trying to give players a fairly level starting point. So, right now Traits are the main focus for character creation. (Unless you are mutant then you have a mix match of Asset and Burdens.) I don't know what a good Trait limit would be at this point.
QuoteI would add the relevant dice roll and bonuses/penalties with the weapon description. It is not redundant if it speeds things up and clarifies.
Need to put in some examples. The weapons are pretty formulaic. The Damage section of the system shows a damage scale. Typical action point cost is 2 for a standard weapon. Static damage is based on the "frame" of the weapon. Variable (dice rolling) damage is based on the ammunition or power behind it.
QuoteI would add a short GM note that weapons are only worth something when sold to the right person. I started playing a PC game a couple days ago. In the first version you could sell anything anywhere for the same price. When I updated it, small villages suddenly only paid a couple of coins for strong weapons. It made the game a lot more difficult, but also much more satisfying.
It felts weird when you realize that you CANNOT sell the powerful, but not useful for you, item you found... because it's worth the entire town's GDP for the year. So in a strange way... powerful items that should be valuable are actually... pretty damn worthless.