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Post by brumguvnor on Mar 10, 2017 10:23:48 GMT
So... - D20 Modern thought it would take a look around the corner... - and promptly got it's damn fool head blown off!
So the discussion over what to use as the base system that the free form magic system then gets drafted onto is reopened.
I really don't mind what we use as long as Rule Zero is in effect!
Current ideas on the table are the Fate system - I've never played it but I will go look for a copy: if anyone has one they can link to or send me that'd be grand. The current thinking seems to be focussing on making the base system easy and simple in the same way as the magic system...
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Post by Kristian on Mar 10, 2017 11:20:59 GMT
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Post by brumguvnor on Mar 10, 2017 12:45:37 GMT
Downloaded it... - it looks very good - might well do the job...
If anyone has a major problem using it them Speak Now or Forever Hold Your Peace!
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Post by Kristian on Mar 10, 2017 12:50:47 GMT
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gilbo
2019 Group
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Post by gilbo on Mar 10, 2017 17:02:41 GMT
Ooooh I like this.
Now then, are you gonna add the magic system on to the top of this or are our magic powers stunts?
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Post by brumguvnor on Mar 11, 2017 21:06:53 GMT
Not sure yet: not read it all through.
If you've read both, what do you think?
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gilbo
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Post by gilbo on Mar 11, 2017 23:52:22 GMT
I'm not sure, on second look it may not be the right style of system for your game. I think that you will need to decide as you have a better idea of what is going to happen.
The system looks good for a lighter 'mission' sort of game. It may still work but I think perhaps you would need to bolt your magic system on to it. You could then determine how different levels of magic will have game effects.
Did you look at 'Godbound' that Kris also posted up? That seemed to fit quite well.
Another option would be to go extremely rules light and just have the magic system with an incredibly basic system underneath like Sketch or something.
You are the GM so you know best. I like the idea of being able to do ANYTHING with our magic powers and too many rules would scupper that. Nevertheless when we take on a boss monster there has got to be a way of resolving that so we would need some sort of rules to cover that.
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Post by brumguvnor on Mar 12, 2017 15:03:14 GMT
I know what you mean: your magic allows you to do anything at all within your sphere - limited by power and available mana - and the base system is there to help with mundane details. I will finish reading Fate and then go check out Godbound.
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Post by brumguvnor on Mar 12, 2017 15:12:20 GMT
you know what - I am tempted t o go for a totally generic system where the only flavour added is by the GM and his worldbuilding skills... - specifically - GURPS... - heresy I know...
I bet we could run it all with the downloadable free quickstart rules...
Now then: what's everyone's reactions to hearing the word 'GURPS"? - running away screaming? - mild interest?
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gilbo
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Post by gilbo on Mar 12, 2017 16:26:23 GMT
My only experience was when we played Marv's Zombie game (so that would be run away screaming). Had a quick look through the Lite Rules though and it seems like it would fit the bill, with the magic system added on top.
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Post by brumguvnor on Mar 12, 2017 19:29:21 GMT
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Post by brumguvnor on Mar 13, 2017 8:57:02 GMT
and of course then the bickering moves onto how many base system character creation points you get and how many disadvantages you can take...
I reckon 50 character points and up to a total of 25 points in disadvantages, giving an effective total of 75 points.
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Post by Kristian on Mar 13, 2017 12:45:24 GMT
Regarding GURPS... Is this going to be one of those times when you tell us all to make 'regular people' and so I make a guy who plays bass guitar in a pub band ...and then someone else makes James Bond? (not that I'm bitter or anything like that )
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Post by brumguvnor on Mar 13, 2017 19:17:31 GMT
Well... Seeing as how everyone has the exact same number of points... You're all pretty much the same same power level...
So if someone DOES make a James Bond to your pub singer then: A) they'll have blatantly cheated and / or: B) you critically failed your "blag shit off the GM" roll
Joking aside - GURPS has been around long enough that character creation is pretty damn balanced. At the extreme you could take just the base 50 points and no disads and they could take the full whack and have 25 points extra... But that's not that much... Personally I'd always take the disads - you're not gonna cripple yourself TOO much with 25 points in 'em.
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Deleted
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Post by Deleted on Mar 16, 2017 9:29:56 GMT
I have always found gurps to be really unbalanced and the rules are not light and easy.
I still think creating a simple super light system (possibly diceless) is the way to go as magic is what it is all about. And you may find bolting your magic onto an existing system is more work and hastle.
Have a basic set of attributes. Either assign levels, ratings or a number of points to distribute as people see fit. Min x max y
Let people create their own skills. Either allow a set number or give a number of points to allocate. I would suggest keeping skills pretty broad for simplicity and blagging. Like feng shui does, guns skills covers any non thrown projectile weapon and includes how to repair, id, where to buy etc.
Maybe do a simple stat + skill +/- mods vs target number. Some stuff can't be attempted or has their result capped without a relevantly skill, to stop high stat char taking the piss. If you want to add dice you can or give everyone x determination points they can spend to increase thier skill for a test, removing the aribatary dice results aspect.
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