Why don't we make our own RPG system?

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SirNitram
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Post by SirNitram »

lazerus wrote:Good idea, but we have another way of fixing that. Were going to have "Skill Frameworks" that reflect your char background. Your required to take one, they don't really impair char flexiblity much, but they do stop mind/max'ing.
How restrictive.
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lazerus
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Post by lazerus »

SirNitram wrote:
lazerus wrote:Good idea, but we have another way of fixing that. Were going to have "Skill Frameworks" that reflect your char background. Your required to take one, they don't really impair char flexiblity much, but they do stop mind/max'ing.
How restrictive.
Not really, there are goning to be a fair number of them so you have a lot to choose from.

An example would be......say......Elementalist, which requires you to have at least X ranks in (blah) skills, but gives you the advantages of a free trait.

Or somthing like that, you get the idea.
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SirNitram
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Post by SirNitram »

lazerus wrote:
SirNitram wrote:
lazerus wrote:Good idea, but we have another way of fixing that. Were going to have "Skill Frameworks" that reflect your char background. Your required to take one, they don't really impair char flexiblity much, but they do stop mind/max'ing.
How restrictive.
Not really, there are goning to be a fair number of them so you have a lot to choose from.

An example would be......say......Elementalist, which requires you to have at least X ranks in (blah) skills, but gives you the advantages of a free trait.

Or somthing like that, you get the idea.
Pre-built skill sets are useful, but requiring them merely limits the potential layouts a player can arrange. There's a reason I mentioned Storyteller's system, and that's because you were given a buttload of skillpoints, but no skill could be raised above 3 without Bonus points or Experience points, so you were forced to grab up a bunch of skills(Minimum is eight skills to spend all the skill points.).
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lazerus
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Post by lazerus »

SirNitram wrote:
lazerus wrote:
SirNitram wrote: How restrictive.
Not really, there are goning to be a fair number of them so you have a lot to choose from.

An example would be......say......Elementalist, which requires you to have at least X ranks in (blah) skills, but gives you the advantages of a free trait.

Or somthing like that, you get the idea.
Pre-built skill sets are useful, but requiring them merely limits the potential layouts a player can arrange. There's a reason I mentioned Storyteller's system, and that's because you were given a buttload of skillpoints, but no skill could be raised above 3 without Bonus points or Experience points, so you were forced to grab up a bunch of skills(Minimum is eight skills to spend all the skill points.).
Increasing skill costs above a certian rank........that would work. But Skill suite skills would of course ignore that........
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SirNitram
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Post by SirNitram »

lazerus wrote:
SirNitram wrote:
lazerus wrote: Not really, there are goning to be a fair number of them so you have a lot to choose from.

An example would be......say......Elementalist, which requires you to have at least X ranks in (blah) skills, but gives you the advantages of a free trait.

Or somthing like that, you get the idea.
Pre-built skill sets are useful, but requiring them merely limits the potential layouts a player can arrange. There's a reason I mentioned Storyteller's system, and that's because you were given a buttload of skillpoints, but no skill could be raised above 3 without Bonus points or Experience points, so you were forced to grab up a bunch of skills(Minimum is eight skills to spend all the skill points.).
Increasing skill costs above a certian rank........that would work. But Skill suite skills would of course ignore that........
Why not simply limit the ranks purchased at startup, and/or have a minimum number of skills?

In addition, do races 'cost' like in GURPS? Because, just like last time you made races, there seems to be no heed paid to balancing them in the D&D way.
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Out Of Context theatre: Ron Paul has repeatedly said he's not a racist. - Destructinator XIII on why Ron Paul isn't racist.

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lazerus
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Post by lazerus »

SirNitram wrote:
lazerus wrote:
SirNitram wrote: Pre-built skill sets are useful, but requiring them merely limits the potential layouts a player can arrange. There's a reason I mentioned Storyteller's system, and that's because you were given a buttload of skillpoints, but no skill could be raised above 3 without Bonus points or Experience points, so you were forced to grab up a bunch of skills(Minimum is eight skills to spend all the skill points.).
Increasing skill costs above a certian rank........that would work. But Skill suite skills would of course ignore that........
Why not simply limit the ranks purchased at startup, and/or have a minimum number of skills?

In addition, do races 'cost' like in GURPS? Because, just like last time you made races, there seems to be no heed paid to balancing them in the D&D way.
I've balenced them, if you look, you'll note each race has roughtly twently points worth of stat ajustments. And no race has a huge modifier except for the slave race with STR..........but a very high STR isn't all that usefull.

But with the skills, good idea, were probaly going to try out all 3 systems in testing and pick the best one.
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