Post by Deleted on Sept 23, 2015 6:40:28 GMT
Off and on for several years, I've been developing my own TRPG, called Core 10. I sank a lot of time into it this week, and it's approaching an alpha-testable phase. I have some pretty lofty design goals, and it's still a long ways off from being done, but I thought I'd share with my fellow blockheads. Here are some of the principles that went into its development:
(edit: removing the link from public view, send a message if you're curious)
- Actions that call for a dice roll should be more heavily weighted toward a character's aptitudes than the dice. Doesn't it piss you off when your master thief rolls a 2 on lock picking, and the oafish barbarian tries and succeeds on 15? At its foundation, the system and difficulty ratings are very similar to D20 SRD, but uses a D10 instead, with attributes and skill contributing much more to the range of possible outcomes. Many actions (excluding combat stuff) will fall into Trivial and Impossible ranges if you have high scores related to performing the action.
- Classless. Though you can build a character that resembles a stock RPG class by choosing the appropriate skills, attributes, and feats. In fact, there are builder systems for most areas of character creation, including the creation of unique races.
- Tactical, reactive combat. Action economy relies on a pool of points from which all actions draw. For comparison, 5e uses the action, movement, and a possible bonus action and reaction, and these constitute separate resources in an action economy. In Core 10, all those types of actions draw from the same resource. All characters have a lot of options for taking actions when it is not their turn (reactions).
- Procedural spell building. Final goal is to be able to have a system that can generate millions of spells from about 50 basic spell templates, such as Teleportation, High Intensity Energy (i.e. fireball!), and Healing, which are modified by selecting ranges, durations, and area, among other variables.
- Magic vs. Martial -- magic users normally require multiple turns to pop off big effects, but the results can turn (or end) a battle quickly. They still have access to "cantrip" type magic, but mages are game changers if not neutralized before major spells go off. They are exceedingly vulnerable to interruption while casting. A magic user is absolutely overpowered against martial characters in terms of potential damage, but all that potential is wasted if you can't get a spell off because the barbarian is smashing your face in.
(edit: removing the link from public view, send a message if you're curious)