MalcolmReynolds
2012-12-07, 08:48 AM
Hey playground
i'm faling in love with the game dark souls and think it could potentially transfer great to a tabletop format for a great experience.
however, i'm at a loss as to which system this would be based in.
the main points i would like to transfer into the game:
-one currency to rule them all. no gold and experience and whatever else, everything is done in one currency (souls, the name of this isnt exactly neccessary)
-very challenging, everything in the world can/wants to kill you. now, this could be done with just by increasing the cr of the enemies, making them tougher
-progression is non-linear, you increase one stat at a time. there are no classes, you want to wield powerful weapons you increase neccessary stats. you want to use sorceries, use right stats and purchase correct abilities.
-precise gameplay, little or limited randomness. with the difficulty of the game i dont want my players to have a great plan and then fail because of a fudged dice roll. i want minimal if any randomness, or controllable randomness i would say.
i am basically only familiar with dnd 3.5 and pathfinder (currently running a pathfinder campaign), and i feel that this type of system wouldnt work due to the sheer randomness and the focus on classes to give abilities. i've looked breifly into vampire the masquerade and we play a beat em up mutants and masterminds, whose gameplay i feel is right out, far too cartoony violence for the brutality i'm going for.
so, advice? what system should i look into?
i'm faling in love with the game dark souls and think it could potentially transfer great to a tabletop format for a great experience.
however, i'm at a loss as to which system this would be based in.
the main points i would like to transfer into the game:
-one currency to rule them all. no gold and experience and whatever else, everything is done in one currency (souls, the name of this isnt exactly neccessary)
-very challenging, everything in the world can/wants to kill you. now, this could be done with just by increasing the cr of the enemies, making them tougher
-progression is non-linear, you increase one stat at a time. there are no classes, you want to wield powerful weapons you increase neccessary stats. you want to use sorceries, use right stats and purchase correct abilities.
-precise gameplay, little or limited randomness. with the difficulty of the game i dont want my players to have a great plan and then fail because of a fudged dice roll. i want minimal if any randomness, or controllable randomness i would say.
i am basically only familiar with dnd 3.5 and pathfinder (currently running a pathfinder campaign), and i feel that this type of system wouldnt work due to the sheer randomness and the focus on classes to give abilities. i've looked breifly into vampire the masquerade and we play a beat em up mutants and masterminds, whose gameplay i feel is right out, far too cartoony violence for the brutality i'm going for.
so, advice? what system should i look into?