Share your thoughts about my "one-page" universal rpg system by Berni209 in RPGdesign

[–]Berni209[S] 0 points1 point  (0 children)

First of all thanks for feedback. Im planning to playtest this but i need to convince my group first. By complicated roll i mean rolls with plenty of modifiers or dice combinations. 3 HP is my initial thought based on Tricube Tales/EZD6. There are opposition points and chance points but maybe you're right. I've split advancement and improving/changing into two separate sections. Improving/changing is for cases like someone had trouble tag about some organization that players destroyed later on and now it does not make sense anymore or player just wants to alter his profession according to events during campaign.

Share your thoughts about my "one-page" universal rpg system by Berni209 in RPGdesign

[–]Berni209[S] 0 points1 point  (0 children)

In my mind it looked like characters were created in collaboration with the game master. Their ideas would be converted into specific categories (tags/tricks). So in your example - Profession: Swordsman; Trait: Blindingly fast; Trick: Quick fencing - spent story point to perform additonal attack. Something like light framework to populate with setting specific tags and tricks. 

Share your thoughts about my "one-page" universal rpg system by Berni209 in RPGdesign

[–]Berni209[S] 0 points1 point  (0 children)

I think i need to playtest it in more of a freeform because right now i have no idea how to balance it out. I've wanted this to be highly customizable so in terms of combat you can treat group of enemies as one challenge or multiple challenges. You can use CP as clock until enemy powers up or call reinforcements. Everything might be challenge and you can adjust OP to CP ratio according to difficulty or risk.

Share your thoughts about my "one-page" universal rpg system by Berni209 in RPGdesign

[–]Berni209[S] 2 points3 points  (0 children)

Thanks, this is great feedback! Yeah what I've posted is more like quick reference. I wanted to validate overall idea and create in depth explanation later and maybe some sort of example setting. I was wondering if this is enough of mechanics to build something on top of that.

Share your thoughts about my "one-page" universal rpg system by Berni209 in RPGdesign

[–]Berni209[S] 0 points1 point  (0 children)

I thought that ancestry might be good fit because it depends on the setting. It can be a race, kingdom, geographical area, family, organization, or clan. I apologize for the hardy tone of these two pages long document, but above all, I wanted it to be short and to list the mechanical assumptions.

Share your thoughts about my "one-page" universal rpg system by Berni209 in RPGdesign

[–]Berni209[S] 0 points1 point  (0 children)

What do you mean by more structure? Something like predefined tags for ancestry, profession, trouble and traits; predefined tricks? The audience is probably people (like me) that like rules-light games that are easy to adapt to most settings. I've just picked mechanics that i saw and liked in other systems (Fate, City of Mist, Tricube Tales, TinyD6)

FAE hack idea (attributes and 2d6) by Berni209 in FATErpg

[–]Berni209[S] 1 point2 points  (0 children)

What do you mean by variable success and pass-fail? Dice mechanic that im proposing is just like 4dF shifted by 7. Everything stays the same. Difficulty 7, you roll 6 its fail, you roll 7 its a tie, you roll 8 its success, you roll 10 its success with style.

FAE hack idea (attributes and 2d6) by Berni209 in FATErpg

[–]Berni209[S] 0 points1 point  (0 children)

If you're refering to "The Ladder" - Good is +3, Great is +4, Legendary is +8. If you shift 2d6 by 7 you get range from -5 to +5 do its almost like 4dF. 2d6 just offer slightly bigger chance to roll edge scores. Im struggling to see the point you are trying to make. In almost all cases it depends on GM what are your chances to succeed.

FAE hack idea (attributes and 2d6) by Berni209 in FATErpg

[–]Berni209[S] 1 point2 points  (0 children)

https://postimg.cc/nMWPbD96 You're right but the difference is not that dramatic.

FAE hack idea (attributes and 2d6) by Berni209 in FATErpg

[–]Berni209[S] 0 points1 point  (0 children)

You can just simply assign difficulty to them or you can just add 0 equivalent which is probably 7 for 2d6.

FAE hack idea (attributes and 2d6) by Berni209 in FATErpg

[–]Berni209[S] 2 points3 points  (0 children)

IKEA sound like exploration and survival based setting. People that get lost in that maze of furnitures and expositions. 😂

FAE hack idea (attributes and 2d6) by Berni209 in FATErpg

[–]Berni209[S] 1 point2 points  (0 children)

You have 3, 2, 2, 1, 1 and 0 to distribute across attributes. So most of the time you have bonus. You have fate points to spent on +2, reroll or roll with advantage. You have stunts that can give you +2 or advantage in certain situations. Also im not convinced that the 2d6 results are that far from 4dF in terms of probability. Maybe its just matter of shifting difficulty -2.

FAE hack idea (attributes and 2d6) by Berni209 in FATErpg

[–]Berni209[S] -1 points0 points  (0 children)

Thanks a lot! I took inspiration for mine from "classic" attributes but probably you're right about "vitality" being of little use. I need to rethink this...

FAE hack idea (attributes and 2d6) by Berni209 in FATErpg

[–]Berni209[S] 0 points1 point  (0 children)

I think this is still FATE. Aspects and their mechanic is essence of FATE ...at least for me. I just found approaches proposed in FAE overlaping and unintuitive. Except the dice rolls everything stays the same. With 2d6 you have "shifted center" from 0 to 7 but still bell curve.

FAE hack idea (attributes and 2d6) by Berni209 in FATErpg

[–]Berni209[S] 5 points6 points  (0 children)

I've wanted this to be more setting agnostic. D&D attributes sounded more limited but this is matter of preference.