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« on: November 28, 2006, 03:54:30 AM »
If you want gritty and realistic combat, I suggest the Riddle of Steel system. The magic would take some custom adaptation. Pushing and pulling would be like the Movement Vagary except only with metal, while the mental metals would be like Conquer, etc. My husband is working on defining specific rules/guidelines for it, but they say it's not that difficult.
The original Riddle of Steel system was actually created by a BYU student here in Provo. When he joined the army as a linguist he sold the game and since then the franchise has kinda gone down hill, but as long as you stick to the original book and first couple of supps that Jake helped make then you're good to go.
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In response to Spence's guidelines:
1- Must be easily adaptable to the background... not too tied to its own races and world
- Riddle of Steel is not dependent on races, the world, or even a specific time period. A lot of people 'port the rules to their setting of choice. I'm currently playing in a modern adaptation.
2- Its magic system (or whatever it uses rather than one_ must be flexible enough to handle allomany and feruchemy
-The magic system is built for flexibility. There are no set spells, and no whatever you can imagine can be done with magic. It would take some adaptation for a Mistborn game, but it's not impossible.
3- It must allow for a level of nature vs. nurture. What I mean by this is that some people will have allomancy, some will always have more potential than others, and some will simply not have the ability at all. It needs to have a way to handle that some characters are just anturally inclined to excell, rather than just saving up xp.
-Riddle of Steel does not use XP. That's right! Killing things and taking their stuff will only get you the stuff! Characters advance based upon how they fulfill their "Spiritual Attributes," ie. their goals, passions, loyalties, etc.
4- Combat, magical and physical needs to handle extremes such as iron pushing and pulling, as well as pewter arms (near super-heroic capabilities)
- Wouldn't even really take any changing of the current rules to pull off the effects. Burning pewter would increase the appropriate physical attributes which then affect the combat pool and the damage an enemy takes. Pushing and pulling would require adaptation of the magic system of course.
5- I must accomplish 4 while still being gritty, and dangerous.
- Hehehehe... Riddle of Steel is a dangerous games. If you as a player aren't intelligent enough to keep your player from being stupid then your character is going to die. Probably horribly. There aren't any hit points and it's easy to get hurt and killed. Magic in TROS has never been "balanced" with non-magic wielding characters. It's an extremely powerful and flexible force that will squish even the strongest character without it. This, I think, makes it an excellent system to adapt. We had the arch-nemesis be a mage once (had a nasty habit of trying to drop meteors on us too) and we ended up defeating him basicly by stabbing him in the back when he wasn't looking.
6- It "should" be able to accomodate rules lawyers or rules light preferences. (this is just in my opinion)
- Of course. Although I personally hate rules lawyers and I'd rather role-play rather than roll-play. But still. The rules are there to get anal about if you wish or to blissfully ignore.
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