an alternate D20 system [Archive] - Wizards Community

Post/Author/DateTimePost
asurademon

05-20-06, 10:53 PM
For a home brew game I'm trying to create an alternate D20 system. I would just like to hear other peoples ideas. My ideas are still very rough, but here's what I have so far.
First off I'm doing away with the class system, and having it be something inspired by what World of Darkness and Shadowrun games has, some sort of blend of point buy, and prioritizing. However I'll probably leave rolling stats as an option.


I'm thinking intelligence, strength, dexterity, and constitution will be in this system. I'm probably going to do away with wisdom. There will be a stat called perception, which is the character's senses, and ability to use them well, this would help with spot, listen checks, and things like that, and also should somehow help with ranged weapons. Perception effects how quickly characters notice things, and effects initiative. Concentration might be governed by perception as well, because part of being able to notice things, and use one's senses effectively is being able to not be distracted.

Charisma would still be around, but not just be force of personality, another definition of charisma is "An extraordinary power, such as the ability to perform miracles, granted by the Holy Spirit." (a definition from dictionary.com). So charisma is inner supernatural force, and for those that use divine magic the ability to get in touch with divinity.
Then there will be appearance, but it probably won't be treated as a stat (what GURPS did with appearance is one thing I actually like about that system), it will likely be a merit, that can be bought, and aids in social skills such as diplomacy, and in general improves the first impressions that NPC's have of your character. If no appearance is bought, it's average, negative appearance can also be taken (this should have a trade off of some sort).

Edit:
Also I'm probably not going to have AC. Rather there will be a dodge skill, and it will be governed by dexterity. Whether a character hits in an attack or not will also be governed by dexterity, not strength. I'm thinking that as an alternate way of dealing with damage, I will have some sort of soak roll which is governed by constitution. Strength will still govern damage, how much a character can lift, and will limit what weapons and armor a character can effectively use. I'm not sure quite what to do with armor, but am thinking perhaps armor will have hit points, which once they are gone the armor will be worthless until mended, either that or it will help a character's soak roll.
cancerousmango

05-20-06, 11:54 PM
What you're proposing sounds like some sort of mutant mix of World of Darkness, GURPS, d20, and Arcanum (computer game). Makes my head hurt. It's your game, but I think this current set works. I will admit, wisdom is an irritating stat. I always feel lame having to put a decent score in it, as it's always SEMI-useful, if only for spot and listen, and AC if you're a monk.
asurademon

05-21-06, 02:24 AM
yeah I've felt that way more so about charisma, but wisdom is a stat that's bothered me as well. So I got rid of wisdom, let charisma take over some of what it did, and let perception do the rest of what wisdom did as well as a bit more (more suggestions for what perception should do are welcome). Yep it's definately a hybrid system. I'm trying to take a bit of what I like from each system, (except Arcanum, I haven't played it before) and get rid of what I don't like. However I don't want the end result to be that the system is an absolutely horrible new system where the good things are not good enough to make up for the bad. I'm quite worried about making an ugly mutant version of D20 rules, that's not what I want.
What I want is something where there's more potential for really customizing a character sheet, and the stats are a bit more balanced in how useful they are. I also want stats to have a bit more realistic feel as far as what they do (except maybe charisma since I've all ready given it a supernatural flavor). That and doing away with the class system. It has its place, but a class system doesn't have the feel I'm going for, which is one with a bit more open character development.