Ravian
2014-10-11, 03:28 PM
Hey everybody, I've got a game in mind but I'm looking for a system to support it. I'm sort of debating between True20, Dragon Age RPG, Savage Worlds, or WHFRP
What I'm hoping for in this game:
Ease for Homebrewing: No matter what I pick, I'm likely going to have to build a lot of the game elements from scratch, so any system with a structure encouraging for homebrewing is a plus.
Broad classes, smaller specialties: I would generally be fine with a system that incorporated fairly general roles, but with more specific paths within those roles. Sort of like Dragon Age's Warrior, Rogue, Mage classes, with the added benefit of choosing one of numerous different specialties within those roles. I would also be fine with a classless system, so long as the specialties could be easily seen through other options. WHFRP's branching paths for classes are also a possibility.
Different Magic Systems: In general I want magic to be a force with a common source but a variety of ways to access it. Thus I would prefer a system with a semi-structured to loose approach to magic, which would allow me to easily homebrew the different systems. Savage Worlds's broad powers and trappings would be a good approach, or it could be accompanied with the specialties, since most of these systems would probably be incorporated through these specific paths.
Potential for Weird Races: I'm hoping to make race and class both potentially very significant choices in the game. Many of the specialties I'm hoping to be race specific, and some of the races I have planned include automatons, dragonmen, and life-sucking armor-bound undead. I know that Savage Worlds has the mechanics for building your own races, which seem to have the sorts of flexibility I'm looking for.
Structure: I'm fairly loose in my playstyle, but I still prefer systems with a good number of rules. As far as I know none of the examples I listed are incredibly freeform like something like FATE. But I wanted it known that I prefer a fairly rule-based systems.
I'm not incredibly familiar with any of these systems, so I wanted some outside opinions on it. What do you guys think best suits these parameters? Or are there any other systems I've overlooked that may work better?
What I'm hoping for in this game:
Ease for Homebrewing: No matter what I pick, I'm likely going to have to build a lot of the game elements from scratch, so any system with a structure encouraging for homebrewing is a plus.
Broad classes, smaller specialties: I would generally be fine with a system that incorporated fairly general roles, but with more specific paths within those roles. Sort of like Dragon Age's Warrior, Rogue, Mage classes, with the added benefit of choosing one of numerous different specialties within those roles. I would also be fine with a classless system, so long as the specialties could be easily seen through other options. WHFRP's branching paths for classes are also a possibility.
Different Magic Systems: In general I want magic to be a force with a common source but a variety of ways to access it. Thus I would prefer a system with a semi-structured to loose approach to magic, which would allow me to easily homebrew the different systems. Savage Worlds's broad powers and trappings would be a good approach, or it could be accompanied with the specialties, since most of these systems would probably be incorporated through these specific paths.
Potential for Weird Races: I'm hoping to make race and class both potentially very significant choices in the game. Many of the specialties I'm hoping to be race specific, and some of the races I have planned include automatons, dragonmen, and life-sucking armor-bound undead. I know that Savage Worlds has the mechanics for building your own races, which seem to have the sorts of flexibility I'm looking for.
Structure: I'm fairly loose in my playstyle, but I still prefer systems with a good number of rules. As far as I know none of the examples I listed are incredibly freeform like something like FATE. But I wanted it known that I prefer a fairly rule-based systems.
I'm not incredibly familiar with any of these systems, so I wanted some outside opinions on it. What do you guys think best suits these parameters? Or are there any other systems I've overlooked that may work better?