Tuesday, June 7, 2011

An Experimental Idea - RPG this time

As much of a fan of pre 2000 D&D as I am, I'm always looking to tweak and modify the rules to fit ideas. Listening to my various podcasts on gaming has brought different aspects of the various old editions that I enjoy, along with some ideas for fixing the areas that were a bit ignored. So heres some preliminary thoughts and mechanics I want to explore.

  • One of the few changes to D&D that 3.0 did that I can actually get behind (just because I have to explain things less, and players who arent as comfortable with math seem to like) is the replacement of Thac0 with the additive attack result method. I personally prefer descending armor but the approach of Target20 resolves combat, saving throws and has an option for thieves abilities. This would have the advantage of resolving the math issues simply and uniformly.
  • Rather than going with usual critical hits on a natural 20, Id much rather explore at least the concept of "cinematic moves" from Dragon Age: Dark Fantasy Roleplaying though this still needs alot of work.
  • Rather than staying with existing weapon restrictions that prevent the cool ideas like wizards with flashing blades, a concept I came across on my podcasts was using some sort of graduated damage, so a warrior will be able to do more damage with a longsword than a wizard but both can use the blade.
  • Thanks to ThacoHammer podcast, Ive been pondering the concept of nonweapon proficiencies, appropriately renamed, rather than skills as they tie into stats and the overall concept of ability rather than training. The reason that this is desirable is the simple fact that the characters of a quasi-feudal world will be much more tied to who they are rather than some sort of training or equipment, for example a noble is noble by birth or courageous action, not wise investment or skill at a trade.
  • Stats will be rolled 3d6 6 times and placed as needed
  • One of the my favorite habits of games lately has been giving players poker chips that allow the player to cash one in to add/edit an element of the setting. For example the players could need to get info from a shop keeper and the player could spend a chip to say the shopkeeper is really an old army buddy of the fighter and much more friendly to him than otherwise.
These are my original thoughts, with spells being pulled from existing D&D (why reinvent something when there are thousands of spells already written)

1 comment:

  1. It sounds like you are well on your way to making your own Frakenmonster RPG. Good luck. :)

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