| Post/Author/DateTime | Post |
|---|---|
| thrassoss03-18-05, 04:04 PM | I'm developing an open class system. ie no classes you spend exp directly on feats/skills/bab/special abilities ect. I'm also developing a magic as skill system. I'm only caught up on a couple of things, if anyone has any suggestion please share. For one I'm developing these rules because I prefer to run a game that is not by definition 'heroic' and some of the rule systems as they stand don't favor a realistic feel. They fine for a heroic game but not as great for getting down to the 'nitty gritty'. Ok 1st problem. How do I work caster level checks vs spell resistance if there are no levels? I could use a skill called like magical potence that the number of ranks in corespond somehow to your effective level but that doesn't really seem like it 'feels' right. I could also use it like a feat that you can get as many times as you want, each feat adds like a +3 to you level checks, but that doesn't allow for slight variances in a casters ablility to overcome magic resistance. Problem 2. I use armor as damage reduction and use a 28 armor system. Each type of armor protects diffently from different kinds of damage. ie leather gives dr 2 from slashing and bludgeoning dr 1 from piercing dr 3 from fire and electricity dr 0 from sonic.(or something similar don't have my charts on me atm). Area effect damage gets tricky here because all damage has to be toned down, ie fireball does maybe 2d6 damage and does this damage to whatever slots where hit and this damage is taken off the target total life. The thing is I can't figure out a way to determine how many slots get hit, I know if a reflex save is made only half of the slots get hit(or that seems logical). I could just make up a number but anything I think of strictly for balance reasons seems to arbitrary. Everything I have talked about upto this point is based on logical progression of assumtions, and it kind of bothers me that I might have to relegate myself to makeing arbitrary decision. If anyone needs a bit more info on these systems to give better advice I'd be happy to post it, but I think I covered all aplicable area's in my description above. Thanks in advance to anyone who offers advice. |
| nyysjan03-18-05, 04:09 PM | you want advice :thinks: :lightbulb here's my advice :smirk: Find another game system :banghead: try GURPS or something or use Unearthed Arcana optional rules |
| Full_Circle03-18-05, 04:30 PM | I'm also developing a magic as skill system... How do I work caster level checks vs spell resistance if there are no levels? I would somehow try to mesh these two together. Give each magical skill a certain "level value" or have the character's effective level be a fraction of the total magical skills he or she has taken. It may take some trial and error to get it to work, but it looks like you're willing to put some effort into developing the system. Good luck. |
| Arrowhen03-18-05, 04:42 PM | To be honest, if you find it necessary to make that many changes to the rules you're probably better off finding a different system. I'd suggest something like FUDGE (http://members.dsl-only.net/~bing/frp/fudge/fudge_toc.html), which is both free and eminently customizable. In fact, its designers describe it as "specifically for people who want a good bedrock to build their own system on. It provides the building blocks you need to customize your own rules. If you haven't found a commercial role- playing game that suits your needs exactly, then FUDGE may be what you're looking for." |
| olshanski_home03-18-05, 05:05 PM | Ok 1st problem. How do I work caster level checks vs spell resistance if there are no levels? I could use a skill called like magical potence that the number of ranks in corespond somehow to your effective level but that doesn't really seem like it 'feels' right. I could also use it like a feat that you can get as many times as you want, each feat adds like a +3 to you level checks, but that doesn't allow for slight variances in a casters ablility to overcome magic resistance. For the most part, spell resistance is a major factor in determinging CR... I think it is a flaw in the system that prevents any serious multiclassing of spellcasters. If you simply use character level (or ECL) instead of caster level. It really doesn't have a balance impact on the game at all, and allows more freedom of character creation. You might even allow character level to replace caster level for other spell effects (though not for # of spells per day or spells known) {Edit: I thought you were using a skill-based system... I didn't see that you were using a no-level based system... ignore my advice} For problem 2: Really, get a new system. Don't even bother trying to salvage D20 out of it. I think Harnmaster has a lot of super-realistic armor and critical hits and wounding and stuff... but frankly I never played it. I just want an easy mechanic. Combat is already too slow without trying to be more realistic. I strongly believe that the best way to improve the game is with better descriptions, compelling story lines, and things like that. More rules just get in the way. |
| Cymraegmorgan03-18-05, 05:19 PM | If you want a "realistic" combat game, may I suggest Fencing? :rolleyes: Seriously, if that much about D&D needs to be changed to make you and your players happy, then it is probably time your group tried other RPGs. |