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View Full Version : Developing Modular RPG/Skirmish, Rules Light



vertebrae8
2011-01-04, 04:08 PM
removed by author

IcarusWings
2011-01-06, 01:43 AM
It looks good, but I'm not familiar with any of the base systems, so I can't judge very well. But it does looks really interesting.

With the Spell Building System though, I'd try to reduce it's unpredictability by, instead of rolling die for each in turn, roll 5 dice and assign one of each result to a category. That way, if they want a high potency, low area spell, they don't get screwed over by rolling low for potency and high for area.

CarpeGuitarrem
2011-01-06, 02:33 AM
I haven't read it in depth, but there's stuff I really, really liked. I'd love to see it playtested. You got a good start, though. Great influences.