All discussion related to the Crimson Dark webcomic (at crimsondark.com)
Well, you know I'm keen on skill systems instead of class & level systems. But if you're really keen on the level system (to be honest I don't think it works outside of a specific subset of fantasy), the new kids on the block are all playing D&D 5E. Certainly a lot easier on the referee, I can tell you.
This - and the later discussion of Traveller and the like - sound like a better idea than anything d20 based. Although I'd be careful of trying to operate people and ships under the same rules.AaronLee wrote: ↑Sun Nov 22, 2009 8:42 amI actually hacked apart what I knew from a number of systems to make a vehicle and character based RPG. You basically had "lifespan brackets" that ran from birth to clinical death/mind upload (depending on what you chose.) The brackets lasted varying lengths and, after you went through the development/childhood stages, you took career brackets that gave you a paying job/skills/connections. Whatever your latest one was determined where you started the game.
The entire system was skill rather than class based, you could even buy skills and quirks if you wanted to go super-custom.
I'm certainly going to throw my hat in against class and level mechanics - class is, perhaps, tolerable as a decent enough way of packaging skills so that you don't accidentally forget to pick up a core competency for your character, but has a tendency to devolve into all sorts of silliness like tiering, cRPG derived "combat roles" and niching. Level strikes me as somewhere between annoying and toxic - in large part due to the power curve effect.
Lifepath generation has always intrigued me - although it's wretchedly hard to write, point buy has its merits as well as long as you don't become combat obsessed and assume that characters built on equal points are equally effective in a fight...
You might also look at a BRP style "improvement by use" process.
David wrote: ↑Sun Oct 09, 2016 1:36 pmSo, as I mentioned in my Patreon video, I'm in the very early stages of developing a CD RPG
I had very little tabletop RPing experience during CD's first run, but my time at BioWare introduced me to the wonderful world of Pathfinder, run by a truly amazing GM. Since then I've also played D&D and Dark Heresy, and I'm GMing my own pathfinder campaign with some friends.
I'm looking at a d20 system for the CD RPG, because I like my polyhedral dice, and I'm currently exploring ways to make ship-to-ship combat as deep and as rewarding as personal combat, without forcing players to specialise in one or the other.
Have you looked at Stars Without Number (Revised Edition) by Kevin Crawford? Check it out. There is a free version available through drivethrurpg. It's roots are DND but with some really nice focus on game playability and gm tools.