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TWG RPG

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Fellfrosch:
No elves, dwarves, but maybe trees.

Elves--and I mean no offense to certain members of our forum--are a tired, hackneyed, pointless crutch that truly imaginative writers should not have to use.

EUOL:
Hah.

To Entropy:  When I said 'New Fantasy' I meant to imply that we're after something less traditional.  It will still be High Fantasy in the epic sense, but it will not include any races, magic systems, or worlds that you have seen before.  

To Isimir:  Fellfrosh overdid it.  What he should have said is, "Elves are fine in a pulpy medium, such as games.  They're an important part of the genre; we have grown up with them, and enjoy emulating what we have seen.  However, in a truly original work, it's often better to work with one's own races and creations.  That's what Tolkein did.  Rather than just copying him, a better work will come when one learns from him."

Therefore, there probably won't be any elves or dwarves in this RPG.  

What I was asking all of you for were suggestions on game mechanics and such.  What kinds of things do you like in RPG's?  What do you hate?  I know that some people really dislike the concept of DnD hit points.  Others don't like Armor Class.  What is the opinon of the masses here?

--Oh, and this will be completly different from the forum game.  Maybe if the paper-RPG takes off, we can decide to build the game around it.  However, for now, they're separate.

Entsuropi:
yeah, i know about new fantasy - most of my books are new fantasy. ive either got or read all of the wheel of time books. so yeah.

hitpoints..... i dunno. the problem is that if you make it realistic, its pure skill that prevents causalties - not even the most hardened veteran can long survive a sword in the chest. a veteran might, however, prevent from being hit, or hit badly. Have high AC for characters, low hp, and make the ac deduct damage to a minimum.

maybe :
char 1 rolls to hit. (d20 for now. easier)
char 2 counter rolls (only a certain number per turn : linked to your skill with weapon and so on. abilites dictate dice used - if a weedy char, D3, if a power monger demon king, D100. you get the idea.)
the difference dictates the power of hit - if char 1 successful, thats damage (whatever... work that part out later) if char 2, then nagative modifiers applied to char 1 (eg : shaken, sword dropped, stumbled). the difference in scores, possibly modified by skill (tho i like to think that maybe skills could have effect somewhere else... allowing you to pull of certain moves, activating dice used etc) shows the damage given. THerefore, if a powerful char lashes out at a crap one, its gonna go thru relatively easily (depending on sheer luck of course) but if weedy lashes back, its not gonna get thru, so no hit. no real need for monsterous numbers of hitpoints for powerful characters.

EUOL:
Hum.  That's a very interesting suggestion.  We were thinking about low-hp characters ourselves, and using some sort of fate system to help out the PC's.  I like your idea of different people using different dice--I'll have to think about that some more.  Thanks.

Fellfrosch:
Yeah, I should have said what EUOL said, but I knew he'd say it for me so I decided to have some insurrectionist fun at the expense of my favorite genre. Arrr!

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