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Morty
2010-10-24, 10:48 AM
Introduction:

Quite a lot of time ago, I posted a homebrewed system here. It got some responses, some of them useful, some of them less - the most useful and inspiring ones in March this year. Things have changed since then, some of them due to the disscusion on these boards. Also, at least some questions were causes, I believe, by my not being entirely clear on the subject of rules. Due to all this, I post the revised version of the system, one in which I'll take great care to point out what is finished and what isn't - and much more things belong to the latter category. Hence, a disclaimer: it is not a finished project, nor do I make any claim of it being as playable as a released tabletop game or even some of the ambitious project people here are working on. I do hope that what I put together in my spare time for fun has some merit.
Without futher ado, the basic properties of the as of yet unnamed system:
It is a low-fantasy, gritty and realistic game. It's meant to support the stories similar to the Witcher series, Chronicles of Black Company, Song of Ice and Fire or Discworld if it was less funny and more dark and bloody.
The Basic Mechanic is a roll of a d20. To succeed, the player's roll must be within the Succes Rate, which is, by default from 1 to 10. Modifiers can narrow or widen the Succes Rate.
Example: Bob's character, Stefan the adventuring warrior, is trying to push a log out of the way of his party. The log's weight narrows the Success Rate by 3, but Stefan's physical strength widens it by 2. Thus, the Success Rate is from 1 to 9 - or simply 9 for short.

Your character:
Generally speaking, PCs in this system are supposed to be competent, but not superhuman, heroic or in other way a cut above the rest by default. Naturally, over the course of a campaign, characters can gain skills and renown and even become major personalities - they have to fight their way to the top. Similiarily, it's possible to play ineffectual and incompetent characters trying to get by in a difficult situation if the Game Master and the players want it. On the whole, your characters will remain within the human limit.
A character, whether he or she is a PC or an NPC is mechanically defined by Attributes, Race, Profession, Skills and Talents.
Attributes determine your character's basic abilities and are described in detail below. Race is your character's species, chosen from among the several that inhabit the game's world. As a general rule, nonhuman races are meant to be played by somewhat more experienced players.
Profession determines the training your character posesses in general terms. A character will definetly change professions as s/he gains experience. Skills and Talents are exactly what is says on the tin. Skills come in levels, talents are bought once for a certain benefit.

Here's a detailed description of the Attributes:
A character's basic value of each attribute is 5. It can be modified by racial attribute modifiers and a new character gets 5 or 6 points to distribute among the attributes, depending on whether the GM wants slightly stronger or weaker characters. An attribute's Modifier is Attribute - 5. Thus, an attribute with a value of 5 will have the modifier of 0. Generally speaking, an average value of an ability for a human is 5. 4 is still average but a bit weak and 6 is decent but still rather average. Below and beyond that, you start getting into more extreme examples. 1 is extremely low; the ability in question is in atrophy; someone is anemic or mentally challenged. 10 is as high as you can get without some supernatural aid; someone is a world-class strongman or an incredible genius.


Strength measures the power of your muscles and your physical strength. It's used for lifting, carrying, pushing, pulling, damage and sometimes attack rolls in melee combat.

Constitution measures your toughness, resilience and ability to survive damage and harsh conditions. It's used for when your character needs to shrug off pain or other negative effects as well as does something exhausting.

Dexterity measures your sleight of hand, coordination and flexibility of your fingers. It's used for skills like sleight of hand or lockpicking(details later) as well as attack rolls in both melee and ranged combat

Agility measures your reflexes, mobility and flexibility. It's used for counting your melee and ranged defense, and skills including escaping bonds, acrobatics, athletics and resisting immobilizing magical effects.

Intelligence measures your capability of understanding, memory and quick thinking. It's used for things like knowledge, your character's attempts at remembering and learning stuff. It's important for casters, although differently for all three types of magic.

Will measures your cold blood, focus and concentration. It's used for attempts to focus on specific task in difficult circumstances, skills like cold blood or concentration, attempts to resist mind-affecting magic and measuring the power of mage's spells.

Charisma measures the strenght of your personality, personal charm and persuasiveness, but not necessarily physical attractiveness. It's used for skills including diplomacy and bluff, NPCs initial reaction to your character and for measuring the strenght of priest's prayers.

Perception measures the sharpness of your senses, awareness, and quickness of reaction. It's used for initiative rolls, rolls for seeing, hearing and searching, ranged attacks amd the strength of druids' psalms.

Some general fluff on the gameworld:
The games run in this system take place on an as of yet unnamed world - or rather on a single continent of that world. The continent is a fairly unified landmass and I might be able to provide a map if I manage to draw one using a computer drawing program that I'm satisfied with. The general themes of the world are:
- Belief is important. Although the mortals don't realize it, their beliefs influence the supernatural realms outside the mortal plane.
- The supernatural is distant and largely not undestood by mortals - they use magic, but it's just the tip of the iceberg.
- Non-human races are fairly different from humans - while they're somewhat tolkienesque, I try to make it clear their mentality and behavior are alien.
- Racial tensions are abound - sentient species can coexist and cooperate but on the whole, they don't like each other very much.
- The world is war-torn. Bloody conflicts erupt fairly frequently through the history.
And that would be all for the introduction. Specific elements of the game will be discussed in detail in futher posts.

Morty
2010-10-24, 10:49 AM
Races & Professions

Race:
Every character, whether PC or NPC, has a race. A "race" defines the sentient species the character belong to. It determines your character's appearance, abilties and mentality to a varying degree. There's a number of sentient species in the game world. By default, players are expected to play the humanoid races described below, though it might be possible to play a Giant or Beast race. Playing a non-human is meant to be something of a challenge, as it requires roleplaying a different mentality.
Note: The racial stat modifiers and talents are still work in progress. I will try to finish them and ask for advice.
List of Races:
Human: The most widespread race of the continent - however, in many places they're definetly in the minority and living in the shadow of non-humans. They rule supreme in several locations, though. One of the human nations is the last remnant of a mighty Empire of Mankind that spread over the entire continent before it crumbled, fell and drowned in blood. The former conquered peoples, human and non-human alike, still hold a bit of a grudge.
Benefits and drawbacks: None as of yet. They used to get a bonus to the XP they get until I decided it's too strong.
Elf: Elves are the descendants of proto-humans kidnapped by the Fey. After some time spent in the twisted realm of the Fair Folk, the elves managed to escape - or perhaps were allowed to leave, which is somewhat more likely - but were changed forever. They dwell in remote areas of the world, primarily in the large woodlands of the northern and southern fringes of the continent. They differ somewhat along this division. As a whole, elves are in touch with the natural world and everything that's primal, due to their fey ancestry. They tend to vary in size even more than humans, but are universally thinner than them. They have long ears(duh) and tend to cover their bodies in tatoos and paintings.
Benefits and Drawbacks: +1 Perception, + 1 Dexterity, stat penalties undecided. Get Glamour Perception talent which grants them a free reroll when trying to pierce concealment, disguises, illusions etc. once per day.
Dwarf: I'm still working on dwarves to give them a nice, unique spin. So, Work in Progress.
Dark Elf: Another race that was created from humans kidnapped by the fey. Unlike the elves, dark elves were captured by even more corrupt and bloodthirsty fey, and were twisted as a result. As a race, dark elves are taller than humans, dark skinned and dark haired, with pointed ears and teeth. They live in thick jungles of the southeast, both on the mainland and the islands. They tend to be agressive and headstrong.
Benefits and drawbacks: +1 Strength, +1 Agility, -1 Will, -1 Intelligence
Halfing: A small humanoid race related to dwarves. Living on vast steppes across the continent as either nomads or farmers, they're extremely brash and fearless as a race, with a tendency for agression, mostly directed at other species. They're much shorter than humans, very few halflings being taller than 160 centimeters. They have an affinity for taming horses and other animals.
Benefits and drawbacks: +1 Agility, +1 Dexterity, -1 Strength, small size. An agility-related talent.
Orc: Large humanoids dwelling in the harsh, unforgiving wastelands of the world. The major hubs of the orcis population are the northern tundra and forest as well as the central and southern deserts. As a result, orcs are tough as nails and extremely pragmatic. They tend to be around human height and broad-shouldered. They're covered in thick bristle in colors ranging from brown to gray. They have fairly large ears and prominent, blunt fangs in their lower jaws.
Benefits and drawbacks: +1 Strength, +1 Constitution, -1 Agility, -1 Charisma. An as of yet unspecified survival-related talent.
Goblin: Small race of undeground-dwelling inventors and con artists, related to hobgoblins. Goblins are very small, rarely going above 130 centimeters in height. They have gray or brown skin, large ears and orange, red or yellow eyes as well as pointy fangs in their lower jaws. They tend to be smart, shifty and cowardly. Due to living underground, they're vulnerable to sunlight. They probably lived on plains like hobgoblins before migrating underground.
Benefits and drawbacks: +1 Intelligence, +1 Dexterity, -1 Strength, -1 Will, Goblin Sneakiness talent giving them Hide and Move Silently as inherent skills. They can see in the dark, but sunlight blinds them and makes them uncomfortable, giving them some as of yet unspecified penalties.
Hobgoblin: The third goblinoid race(after orcs and goblins) that lives on plains - be it tundra, prairie or steepe. Some hobgoblins are hunter-gatherer nomads, but many bigger tribes lead a more stationary lifestyle - sometimes, several tribes congregate to form a large, permanent(or semi-permanent) settlement. Producing trackers and hunters without peer, the hobgoblin race is rather superstitious. They're larger than goblins but smaller than humans and their skin tends to range in coloration from green to yellow. They have flat noses, tusks and large ears - though not as large as goblins do.
Benefits and drawbacks: +1 Agility, +1 Senses, -1 Will, [another stat penalty or something else], a talent making them move quickier.

Profession:

A profession describes your character's calling and occupation. It describes the abilities and unique skills he or she posesses. A profession determines what kind of skills your character can learn and talens s/he can discover. Some talents are unique to certain professions.
Professions are grouped into four Tiers. Each profession allows entry into few professions of a higher Tier. Typically, a character starts on Tier 1. It represents characters that are somewhat competent in their chosen field, but far from experts. As they ascend into higher tiers, they gain new skills and talents from their new professions that represent their experience and broadened horizons. Tier 4 professions are reserved for masters of their respective callings. It will take PCs a lot of time to reach them. There's also Tier 0, used to represent characters who are unskilled - they're still learning or never learned anything.
((Design note: These professions refer to skills that are described in detail below. See also Advanced Skill Uses there if some of the classes feel lacking when compared to others.))
List of Tier 1 Professions:
Warrior:
Warriors are people skilled in use of various weapons. They form the bulk of most armed forces of the world.

Skills: Close Combat ++/Shooting ++ Knowledge: Military + Endurance + Healing + Cold Blood + Climbing + Swimming +
Talents: Weapon Specialization(+1 to attack with single weapon type)
Combat style: Any(Four manuevers)
Futher classes: Veteran, Battle Mage, Paladin

Swashbuckler:
Those are less professional, more adventuring type warriors.
Skills: Close Combat + Dodge + Acrobatics + Flexibilty + Persuasion + Climbing + Swimming +
HP Modifier: +1
Talents: Show-off combat
Combat style: Cut & Thrust, Rapier or Case of Rapiers(2 manuevers + manuevers from Special Manuevers talent)
Futher professions: [Tier 2 class yet to be named]

Thief:
People skilled in sneaking around, stealing, breaking in, and somethimes killing.
Skills: Lockpicking + Stealth + Hiding + Bluff + Pickpocketing + Disable Device + Flexibility + Acrobatics + Spot + Listen +
Talents: Additional skill(can take four skills at the start)
Combat style: None
Futher professions: Rogue

Vagabond:
A roamer, a traveller, a tracker. The class represents all such types.
Skills: Survival + Tracking + Close Combat + Shooting + Climbing + Knowledge: Nature + Flexibility + Riding + Swimming + Spot + Listen + Stealth + Hide +
Talents: Survival Instinct(Int Modifier times per day Vagabond can add Survival level to a non-combat check)
Combat style: Cut & Thrust, Polearm or Poleaxe(Two manuevers)
Futher profession: Ranger

Scoundrel:
Someone who gets through life by wits, luck and charm and has always got a trick uner his or her sleeve.
Skills: Bluff + Diplomacy + Gambling + Knowledge(Any) + Stealth + Hide + Acrobatics + Flexibility +
Talents: Jack of all trades(Int modifier times per day Scounrel can act like he had 1st level in otherwise untrained skill)
Combat style: None

Apprentice Mage:
A person who has taken first steps on the long, hard road of arcane magic.
Skills: Arcane Magic + Knowledge(Arcana) + Knowledge(Any) + Cold Blood + Spot +
Talents: Magic attunement(Can cast arcane spells)
Combat style: None
Futher professions: Mage

Acolyte Mystic
Someone newly initiated into enlightment by means of religious worship.
Skills: Mysticism + Knowledge(Religion) + [Futher skill choice depends on chosen religion]
Talents: Divine favor(Can intone prayers that are listened to)
Combat style: None
Futher professions: Mystic

Novice Druid:
A man or woman who has just discovered the ways of connecting oneself to the forces of nature.
Skills: Druidism + Knowledge(Nature) + Craft(Herbalism) + Healing + Survival +
Talents: Connection to nature(Can chant psalms to influence the natural world)
Combat style: None
Futher classes: Druid

Morty
2010-10-24, 10:50 AM
Skills & Talents

Skills are at the core of the system. Most of the times, a character's success will depend on a skill check - apart from plain and simple skill checks, most combat manuevers and magic procedures involve them one way or another. Thus, your character's capabilities are defined first and foremost by skills, talents and other thing supplementing them.
Talents are much more narrow and specific than skills and usually have more dramatic effect. They give a character one specific benefit. They're used to supplement skills and change the character in ways skills can't.

The way Skills work:
Each skill is tied to a single attribute; sometimes two. A skill check is a roll in which the Success Rate is modified by the Difficulty Rating of the Skill and the skill's value which is equal to the number of levels a character has in the skill plus the ability modifier. There will also be various circumstantial modifers, of course.

The (Most likely incomplete) list of skills:

Acrobatics - Agi - The art of jumping, tumbling and other such activities.
Arcane Magic - Int or Will - The skill used by wizards to work with their art. Used when attempting to understand or prepare a spell as well as during contested rolls involving the use of magic. More details in the description of magic.
Barter - Will The art of haggling and negotiating over prices, whether you're dealing with a single item or discussing a big contract.
Bluff - Cha This skill is used for lying, pretty much. When a character tries to conceal or obscufate the truth, he or she rolls for Bluff.
Climb - Str/Ag Used for climbing vertical surfaces of all kinds.
Cold Blood - Will The measure of how calm and collected your character is in difficult situations. Used to resist fear and confusion both of natural and supernatural origins.
Craft - Int This skill represents training in a craft, such as blacksmithing, wheelmaking, pottery et cetera. It represents both the practical skills connected to that craft and the theorethical knowledge.
Dodge - Ag It is used do dodge incoming blows and even missiles. More details in the Combat section.
Druidism - Will or Per The skill used by the adepts of druidism to
practise their craft of attuning to nature. It is used by druids to gather their power and intone psalms. More details in the relevant section.
Flexibility - Ag Measures your character's ability to escape restrains, squeeze through tight places and the like.
Fortitude - Con Your character's resistance to pain, hardships and poisons.
Gambling - Int or Dex It covers everything related to gambling - knowing the rules, tricks, how to cheat and catch others at cheating.
Gather Information - Cha or Int Responsible for gathering information and piecing it together.
Hide - Ag The skill responsible for all attempts at concealing yourself.
Intimidate - Cha This skill is used for any attempts to instill fear in others, be it by brute force or more subtle threats.
Listen - Per The keenness of a character's hearing.
Lockpicking - Dex Used for picking locks, obviously, can also be used to disable other mechanisms.
Lore - Int The characters' knowledge in a given field.
Medicine - INt The art of healing wounds and diseases as well as some knowledge about physiology.
Move Silently - Agi The skill responsible for moving about without being heard.
Mysticism - Will or Cha This skill is used my mystics to commune with their deities or other forces they draw - or thing they draw - their powers from. Described in detail in the relevant section.
Persuasion - Cha The art of convincing other people to your point of view.
Ride - Agi The art of riding a mount, be it a horse or a more exotic one such as a wolf.
Shooting - Dex & Per The skill in handling missile weapons such as bows and crossbows. More details in the Combat section.
Streetwise - Int The skill measuring your character's knack for dealing with the seedier and less than legal parts of society.
Survival - Int The character's knowledge about surviving in the wilderness.
Throwing - Dex & Per The art of throwing objects, from rocks to javelins. Described in detail in the Combat section.
Tracking - Per This skill is responsible for following someone by recognizing the tracks they leave behind.
War - Into & Cha The skill behind commanding units both small and large as well as theorethical knowledge of warfare.
Weapon Skill - Dex Your character's proficiency in using melee weapons of all sorts. Described in detail in the Combat section.
Unarmed Combat - Dex Responsible for your character's ability when using the Brawling/Pugilism and Wrestling combat styles. See Combat for more details.


The Way Talents Work:
Each talent is purchased once and gives your character a tangible benefit. Many talents require others to be purchased; they may also be restricted to certain professions and races.

Morty
2010-10-24, 10:52 AM
Combat

Well, not all that much here. See, I've had combat worked out, but at some point, I decided I don't really like it. Now I'm trying to figure out how to proceed. First, here's the original model of combat:


First, initiative is rolled. It's a d20 roll to which you add your Perception and Agility modifier.
Each character has two actions in a round. Some actions require one action, some two, some even more and have to be performed across several rounds.
You can only attack on per round unless you have a talent that allows you to attack more frequently and it takes a single action.
An attack is a roll for Weapon Use, Unarmed Combat, Shooting or Throwing sill against the defender's Devense Value which narrows the Success Rate of the roll. DV is calculated as: Ag modifier + Shield bonus(if any) + Weapon Skill/Unarmed combat /2. During ranged combat, you don't use the WS/UC skill but add modifiers for range.
If the roll is a success, you roll for damage, add appropriate modifiers and subtract the result from the target's HP pool. Once you reach 0 HP, you die.

(I didn't have the Dodge skill in mind when writing it.)
Pretty straightforward, as you can see. I was going to add some things like penalties for losing HP, like in GURPS and change the rules of dying so you don't drop dead once you reach 0 HP. But as I said, I've been thinking that this method doesn't fit what I want to achieve in thisgame. HP with penalties work in GURPS, but GURPS is universal and my system has a clear focus - dark, low fantasy gritty game. So I've been looking at some other ways or doing it.

My main idea is, currently, some sort of "wound levels" system like the one used in WoD. Or perhaps someting similar to what's used in Riddle of Steel, namely that the wounds don't really stack but each succesful hit adds penalties and a succesful enough hit kills you. Obviously, I'm asking for advice.

Now, what I'm definetly going to incude are combat styles. There's only one Weapon Use skill, but it's obvious that a character will specialize in some sort of weapon. Each character is more or less proficient in a number of combat styles. It used to be that a character picks a combat style, but I decided it makes more sense for a character to be proficient with them to a varying degree. It'll require some thinking and changes in the class descriptions. Each weapon style will have manuevers associated with it. I figure some will be available by default and others will be learned. Manuevers are there, of course, to spice combat up and give the warriors something to learn and do.

Morty
2010-10-24, 10:53 AM
Magic

The game world is magical. Magic might be weak and not as prevalent as in other worlds, but it is there. There are many inherently magical creatures bound to the mortal plane or coming from elsewhere. Naturally, mortals discovered their own ways to manipulate the supernatural. However, the reality objects to being violated by mere earthlings - thus, all those arts are to varying degrees dangerous and difficult. Arcane magic can produce the most dramatic results, because it relies on a mage's will only. However, it is the grossest violation of reality and thus it's difficult and dangerous. Druidism is quite a bit easier and safer because the effects it produces aren't so unnatural. Mysticism is somewhere in the middle.

Arcane Magic
Arcane magic - also called wizardry and sorcery - is the art of shaping the ley lines of the magical field that covers the entire world, created by the friction of reality and unreality, by the strength of your will. Because mortal minds aren't strong enough to spontaneously reshape creation, they need to rely on rote, narrow formulas called spells.

It's a dangerous and unpredictable craft, but the power it offers draws many from all races to pursue it. The practicioners of arcane magics are called mages, but there are many ways of practicing the craft. Human and dwarven societies produce mages most often, though they can be seen among other races as well, although looking for an orc or hobgoblin mage would be a hard task. Arcane spells are divided into six schools(that I'll detail later).

Now, the crunch: To cast a spell, a mage have to:
-Obtain the spell inscribed somewhere. Usually it's a book or a scroll, but everything will do.
-Understand the nature of the spell, which requires Arcane Magic check governed by Intelligence with SR modified by spell's Power Level and takes 30 minutes/spell's Power level. If the mage fails the check, he can try later on the next day. The mage needs to do this only once- once understood spell remains so.
-Weave the spell from the ley lines of the magical field. This requires a succesfull Arcane Magic check governed by Will with SR modified by spell's Power Level and takes 5 minutes/spell's Power Level. By spending additional 5 minutes, you can widen the SR by 1, but not more. Spells with PL lower than 7 can be stored inside mage's mind to be used later. The limit of stored spells is In x Arcane Magic x 2. Most spells take up one "slot", some more, some can't be stored at all.
-Cast the spell. It does not require any rolls, but the weave is undone and the spell needs to be woven again.
In addition, but due to the chaotic and reality-warping nature of the ley lines, casting spells can have unpredictable effects. If the mage casts a spell in the next round after casting another one, GM rolls d20. If he rolls a 20, a Wild Magic effect appears. For every spell cast round by round, the probability raises by 1. The same occurs when the mage casts more spells in one hour than his Arcane Magic x 2. Also, there are places where the magical field is tangled, which makes weaving and casting hard or even impossible.

Mysticism:
While it is not sure if the gods really exist, or if they're who the priests claim they are, the ones who preach their names can also perform miracles with their help - or so they claim. The truth that only few realize is that belief is powerful. Those who truly and strongly believe can use their faith to leave a mark upon the world. Sometimes they believe in gods, who are indeed formed from the faith of mortals. Sometimes they worship spirits that swarm the gauntlet between the mortal realm and the metaphysical supernatural planes. Sometimes their belief lies in some abstract philosophy. All of them are mystics, performing supernatural feats by imprinting their faith on the material realm just as everyone imprints their beliefs on the supernatural realms.

For his prayer to be heeded to, the priest needs to:
-Be pure in the eyes of his/her diety, philosophy of guardian spirits, which requires regular prayer or meditation and not commiting any grave sins against the faith or philosophy. Each missing on the daily prayer increases the difficulty of the Divine Favor roll and grave sin against faith prevents the prayer from being listened to at all.
-Know the prayer, which requires learning the text from another priest and meditating upon it.
-Perform the Divine Favor check, which SR is narrowed by prayer's Power Level as well as other circumstances and widened by Piety skill(Charisma or Will, depending on the diety) as well as faith and/or faithful being in grave need or sacrifices made for the diety.
Additionally, if the priest asks for more miracles in the day than his Piety skill x 3, the diety's patience runs out and Divine Favor check SR narrows by 1.

Druidism:
Druidism is the art of attuning oneself to nature so deeply that it allows itself to be changed. Druids wield elemental powers and some of them strive to maintain a balance in all things and are similiar to priests of nature while others use these forces to achieve their own goals, making them akin to mages. In any case, practicioners of druidism shun civilization, seeking places strongly infused with primal elemental forces where their power increases.

Druids are most common among elves and hobgoblins, but they can be also found in other races' communities, although dwarven druids are rare and goblin druids practically unheard of. Druidic ways of controlling nature are called psalms and are divided into those that speak about water, air, fire and earth.

To succesfully speak to forces of nature through a psalm, a druid needs to:
-Know the psalm, learning it from another druid or some sort of inscription
-Draw enough raw elemental power from nature, which requires succesful Druidism check governed by Senses and one action/10 drawn points and being close to element's source. The limit of the points a druid can draw is Senses x Intelligence x Druidism. The point pool can be filled with the powers of four elements in any proportions. The power can be held until druid falls asleep. The point pool doesn't have to be filled in one go, but between two drawings larger than 1/4 of the pool there have to be at least 5 minutes.
-Spend the amount of power required by the psalm. Each psalm is tied to one element and can't be sung using the power of another one.
Additionally, if the druid is in place where the particular element runs strong, drawing its energies and singing psalms tied to it is easier- Druidism checks to draw power are easier and psalms require less power. If the power of the particular element is weaker in a place druid is in, the situation is reversed.

Two more magic systems are planned: Alchemy and Necromancy. Alchemy is about transmuting matter and unlocking hidden properties in substances. Necromancy manipulates the energies of the Underworld, where souls - or whatever it is that keeps living creatures alive - go.
Note: In the previous thread, a point was made by the poster Kushōsaku about the magic systems being unbalanced. Suggestions about fixing it were made and I intend to incorporate them somehow sooner or later.

Morty
2010-10-30, 03:38 PM
Well, that would be it. As you can see, it's far from being finished. Here's a list of things I consider my priorities:


Finish the combat system. I'm very open to suggestions since I have few ideas on my own.
Flesh out the skills. I have to figure out how many more I need and how they ought to scale - in original project, their levels went from 1 to 5, not sure if it's enough.
Decide about the Advanced Skill Uses. They're supposed to be mini-talents that allow you do perform something using a skill you normally can't or are swamped with penalties if you try. It's a way of spicing the skill-users up, since warriors have thier manuevers and magic users have their various magical procedures.
Come up with actual spells, prayers, psalms and talents.
Write up Alchemy and Necromancy.
Finish the profession progression.


Any ideas, opinions and suggestions are welcome. And I ask again: bear in mind it's not finished, so if you feel something doesn't make sense or doesn't seem to work, it might be because I didn't finish it, not because I want it to work that way.