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nicoledc109

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Posts posted by nicoledc109

  1. I have been doing this for a while. This includes analysing essences and key concepts to derive modular ideas, then combining them in a way where they elegantly combine to make a fluid system that can be easily changed and tweaked (and debugged).

    Example break downs include:

    • Stat ranges: 1-5 (Most "modern" systems), or 1-10, or 1-20.
    • Stat types: Fixed value, single dice, dice pool, percentile, etc...
    • Skill heavy vs Stat heavy.
    • Roll-over vs Roll under.
    • Criticals/Fumbles either by number rolled on dice, or by degree a target number has been exceeded or failed.
    • Stat/skill types and relationship of stats (Eg: Fudge style vs Fixed attributes+skills).
    • Nature of fixed stats used and how they combine concepts and relate to others (including derived stats) - I like POW, but this could be split or recombined (eg: Luck, Will, Mana and Charisma).
    • Modifiers and how to handle, eg: improving a skill with extra time, but defining limits, and how a failed skill can be repeated.
    • Story-teller vs crunch.
    • Types of task resolution.
    • etc...

    The goal is to have a single fluid system that can scale and be tweaked to many peoples' tastes, using one system, without being a "bolt-on" monster (such as Fuzion).

    Goldylocks will let me know when it is "just right".

    Thanks you for the post.

    Hi guys, Im a newbie. Nice to join this forum.

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