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Kvetch
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Post by Kvetch »

oh, and Hi

isn't there a free GURPSlite available - that we could scrounge ideas off

I think we want to create our own system, so if (hope of hopes) there are no intellectual property problems if we publish it, in hard copy or in full on the net.

is it me or do those paragraphs clash somehow?

also, thanks for reminding me about this, I've had a lot on my mind recently, and need to knuckle back down
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skull
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Post by skull »

hi kilt told to come this side, i did not realize that there was a whole other forum for this.... i was wondering if anyone here has thought much about making the rpg for recluce a non dice game... i have been playing some resently and discovered that it is much easier to fit it to character when one is not worried about the way the dice roll.... now there are several good diceless systems out there such as: saga system, the new marvel system, and everway...all of these systems are diceless. everway and saga both use cards and the new marvel system uses stone( melted glass beads). everway uses a fate deck and only the gm needs to worry about drawing cards each card is set up so it has a pulsitive and negitive . + up/ - down..... each card also has a picture that can be translated in anyway and a element tied to it.. this way the gm has three ways to tell how a action effects the game. saga uses cards to tell how amny hp the character has and the success ratio of the characters action.. each player has a number of cards but the gm has none and only plays the npcs as pure stats...there are optional rules for that as well.. the gm could have a set of cards for a bi time npc or even flip a card off the top to see how a npc fairs during a action . its a very diverse game....

another question for you... how are you going to have the chaos order balance set up in game terms? lets say a player wants to be a mage but needs to know how deep his pc is seeped in order or chaos or if hes in the grayt area.... i also believe that levels and classes would not work well with the world ... as with set in stone spells... if the pcs had to make up there own spells and how the worked in a logical sence i would give the game a much more recluce feel to it...but these are only my own ramblings....
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Post by Kvetch »

to be honest, I think we automatically went for dice as it is what we are experienced with.

If you look around, I have posted a magic outline that mimics the balance effects. There would be certain 'built in' spells, to show hoew the magic system works, but a player could easily develop their own: that is in fact the most difficult part of creating my version of the magic system: allowing creative freedom, without losing game balance.


My idea wast to make mages more powerful than non-mages, but put in a lot of diadvantages to counteract this, so that playing an armsman is still a viable option.


I stress that these are MY ideas, and are open to change.
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skull
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Post by skull »

i only brough this up because through my experience in gaming i have noticed that maybr half the gamers at one point or another have become reliant on the die to the point that the player does less role playing and more roll playing....it be just as easily done and maybe cheaper for the gamer to play a non dice game if they use a deck of cards. the numbers and symbols could all mean something and the jokers can be used as a ramdom unexpected effect or what not. the cards go up to 10 and that would mean that if you built a characters states off of these numbers then with a straght up number ( no bonuses apllied) you wont have character stats as higher than as 20 and you can make a average person be something like a 4 or 5 in any stat. skills could be set up so that they give you +(skill level) to the related attribute. the charater wouldn't have more than a 3 in a skill at start and the harder the task the higher the number they would need to draw off the top off the deck or out of their hand ( which ever way you would like to do it ). set damage for weapons with added damage from specialties in a given weapon magical effects, and strength( as long as the strength is above a spacifice number. this is just a running thought so there is no true need to heed it..
\ another way is to lessen the number dice that are used, like in besm or if you only need 2d10's....this also lessens the focus on rolling.....
all life begins with not but a step upon a path..
..choose your path choose your life...
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Post by Kvetch »

I think that *I* feel safer with dice, simply because I know how to use them, which makes playing cards much harder to understand. I THINK (correct me if I am wrong) that using a d100 would have the effect you want (reducing reliance on dice rolls), which would allow my magic system to stand.

Since MatrimK hasn't posted for a while, how would you like to take over responsibility for character creation, skull ?
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skull
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Post by skull »

i would enjoy doing that but i would need to know some of the base rules to do so...i was trying to follow what you had down but i am not totally sure which rules you decided to keep and what you changed.
percentials would work out really well i think, expecailly with skill checks....
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..choose your path choose your life...
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Post by Kvetch »

we are still bandying ideas about. the best thing to do is:

assume a d100/d10 system.
tell me about anything you want to do that affects magic (I've taken that on)
make sure combat is very fatal (see combat discussions)
make something up.
post it.
I (and anyone else) will discuss it with you.
if we decide it works, we keep it.
post occasional progress reports

simple?
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skull
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Post by skull »

i can do that ,i'll see what i can come up with..
all life begins with not but a step upon a path..
..choose your path choose your life...
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