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Adventurer RPG-My first submission

Industry news, gaming reviews, ideas and any other topics roleplayers might enjoy.
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39 posts • Page 2 of 4 • 1, 2, 3, 4
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Postby Technomancer » Thu Nov 02, 2006 10:28 am

Now that several people have commented that they liked it in general, I wonder if I could get feedback on a couple of specifics I've been curious about:

1. What do you think about the advancement/improvement system? I wanted to do away with the experience point mechanic so many games use, and I didn't want an arbitrary "advance when the GM says to" rule.

2. How do you like the magic system? I was torn between a spell list and a free-form magic system, and ended up with a cross between the two. I wanted it to be easy and quick enough to make the spell you want on the fly, though.
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Postby Chainsaw Aardvark » Thu Nov 02, 2006 12:02 pm

Its a great magic system! I like being able to customize magic, but I always found Mage and the like a bit too unwieldy, and for Mage at least, beginners couldn't do much with the magic. (i.e. I wanted to make a healer type, but to actually say regenerate a person's injuries required more than a starting mage would have.) My own magic systems run on a similar line to yours - customize number of targets, range etc. on the fly.

This method of improvement has been used in several other RPGs, and I rather like it. (Elder Scrolls Oblivion, Risus, Mechwarrior/Legionaire, The Power, others I don't recall...) Makes a bit more sense that all skills going up at once - even if you didn't use it. I don't care for the opposite system where things degrade when you don't use them, but that doesn't seem to be a problem here.

With only three stats, you might want a little bit of niche protection so everyone doesn’t run together, like a wizard gets +1 when rolling to see if Intelligence goes up.
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Postby Technomancer » Thu Nov 02, 2006 12:29 pm

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Postby Chainsaw Aardvark » Thu Nov 02, 2006 1:15 pm

Well, there's a few magics you could clarify. What does magnitude mean for ward - a save, or number of hp lost crossing into it or...? A few other spells also could use a similar explanation.

I'd also say there is a bit of an exploit in heal spell. Spend 3 hp to heal ones-self, and you will at worst get no effect (spend 3 hp, regain 3 hp) but the statistics of the bell curve show more likely you will regenerate 9-12 points. Even just a one point heal has a fairly good chance of restoring far more than paid. Either a mage shouldn't be able to heal himself, or healing magic takes more time than combat would allow. Otherwise, he has an infinite battery!

Aside from this, I think from most fiction examples, using blood/vitality to power a spell is a bit more common theme than having a pool to draw on. My gut instinct still says HP is a good idea.
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Postby Technomancer » Thu Nov 02, 2006 1:39 pm

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Postby Technomancer » Thu Nov 02, 2006 1:42 pm

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Postby ravensron » Thu Nov 09, 2006 9:37 am

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Postby ravensron » Fri Nov 10, 2006 10:47 am

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Postby ravensron » Fri Nov 10, 2006 10:55 am

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Postby Chainsaw Aardvark » Fri Nov 10, 2006 4:15 pm

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