So, I have been kicking arounf the beginnings of a new system in my head and would love to hear what this board thinks.
First off, understand that my bias goes towards WW's Storytelling system. I've played a lot of Storyteller and tend to think in terms of how a new system relates to Storyteller- so any help in breaking away from that bias would be useful.
Also, I really dig Grifflik's suggestions in the "Monstrosity System" thread- so a lot of my ideas stem from his thoughts.
Okay...
Dice 2D10, totaled. If you roll two identical numbers you get to double a skill or stat in question. (Skills and stats will add bonuses to the roll)
The default difficulty number would be 14. A player will need to roll equal to or higher than 14 to be successful.
I would also like to involve some sort of scaling of difficulty- dictated by the player (see the discussion in the "Monstrosity System" thread). In other words, the player would decide to put "effort" (or "concentration" or somesuch) forward that would help reduce on the difficulty of the action in question. Similarly, they could "rush the job" and increase the difficulty in an effort to get better results.
Stats: I am thinking about doing something where a basline human is considered to have a rating of 3 in any and all applicable stats. The twist being that stats are determined by buying special qualities. So, instead of ranking up your stats (1 to 2 to 3 and whatnot) you have to buy the qualities you want to give to your character.
Each of the suggested qualities would have a stat bonus. So, buying the "strong" quality gives your character a +2 to any test involving strength (for a total of 5... 3 for the base and 2 for the Strong quality). Additionally, qualities can be rated beyond the default to be "Very X" (+4) or "Extremely X" (+6)
Example: I want a character that is very quick and nimble. During character creation I buy the qualities "Quick" (for a +2 bonus) and "Very Nimble" (for a +4 bonus).
I would like to make a lot of suggestions as to what qualities can potentially be available, but leave it to the Player and GM to decide on any other qualities they would like to see. Thus, if a player wants to really focus on their character having a high level of hand-eye coordination then they would create a new quality (Maybe cal it "Dextrous" so something like that) and with GM approval add it to their character sheet. Whenever a sitauion arises where hand-eye coordination would come into question, the player would then use the bonus applied to their stats from having the quality.
(part of why I want to do this is that I am tired of seeing Dexterity coving everything from gymnastics, to prestiditiation, to shooting a gun... those all pull off of different muscles and different physical aspects. I want to differntiate, by using stats not only skills, the difference in things like this).
Skills Skills will function much like Stats/Qualities above, but only grant a +1,+2,+3... etc bonus. Skills will advance slower but will have a higher maximum bonus is persued further than qualities.
... and so on. This is just the core of what I am thinking about. Opinions so far?