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".
Mixing in other RPGs with BRP...
in Basic Roleplaying
Posted
Thanks you for the post.
Hi guys, Im a newbie. Nice to join this forum.