Hi All. I've come out of lurking as I'm looking for a little advice from a great community that plays more than just d20 games.
I am looking to put together a homebrew system to meet the goals of our table as well as for the game world (we're very burned out on d20). However, I'd like to try to start from a single core system and work from there, pulling and pushing parts as needed.
I've read a Lot of threads the past couple weeks about which system is better, 3d6, d6, Heroes, Gurps, BRP, d10, etc. but the answer always boils down to "What do you want to do with it?" Thus I thought I'd ask the question of all of you who have the experience with the systems. If I want to do what I list below, which system would you recommend and why? Or what systems do you think might work well if mixed and converted and why?
What we want:
* Mechanics: I'm generally looking at the Generic systems but haven't settled on a specific dice mechanic. I'm leaning toward BRP d100 because it seems one of the easiest to convert to (its easy to convert ANY system to %) and when combined with RQ has SO much material. However, I think I'm in love with the EABA d6 system as it is one of the best dice systems from a math and probability aspect I've seen to date. However, I don't care for some other areas of EABA so I wouldn't use it outright, but if I did look at going the d6 system route, I'd swap the core d6 mechanic for the EABA d6 mechanic. That said I do want to use an Attribute + Skill based system.
* Species: I want a system that will allow drakes, fey and giants as PC races along side typical humanoids without being broken. FantasyCraft did this well for a d20 system.
* Classless: I want to convert over a form of Lifepath system based on a Point Buy system for keeping the paths relatively balanced. This will either mimic something like Burning Wheel or Traveler depending on which ends up being easier to model when converting to the point build system. This would be a front load work for me as the designer, but it would remove the stigma of "point buy" systems that our group has as being too "complicated" and "too much time to make choices".
* Magic / Powers: Ability to support various different styles of magic, unlike D&D where its all the same magic with a different skin on it. I also want to be able to have Magic as Powers. I use a Sorcery model that is more like innate magical powers (aka superpowers) than "casting spells". Other magical systems will very from hard coded spellbooks for Wizardry, to other systems like Allomancy (Mistborn rip), Furycraft (Codex Allera rip), Psionics, Blood Magic, Rune Magic, Witchcraft, Pact Magic, etc. I want to design each so that they feel different from one another and even in areas where they are the same ("I cast spells") the mechanics are different even if as little as different attribute requirements, different skills, etc. Thus I do need a system for Building Powers as well as a way to implement magic systems.
* Modularity: I want to be able to pull parts out and sub in other parts where necessary since no one RPG is "The One to Rule Them All". Obviously something like Fate Aspects is easy to port, but something like a Shock Clock Initiative might not be. I'd also like to have a base system that has 2 modes of Combat, Simple and Advanced. Simple combat being a stripped down basic system based on Mind's Eye and very fast resolution, primarily for mook fights or fights that are more emant to set the feel for a coming major combat. Advanced is the full blown tactical combat for those really important fights.
* Complexity: The system has to be less complex and Player front-loaded than Hero or Gurps, though technically the Gurps framework might be a possible runner if I were to have a good idea of how to break it all down considering the sheer number of 4E books there are to have to go through.
Is that enough to go on for a recommendation of preferred base system? If not ask away and I can answer in more detail.
PS: On a side note... IF you were going to mix d100 sources of BRP and RuneQuest... what concepts or mechanics would you steal from RQ and from what version of RQ?
I am looking to put together a homebrew system to meet the goals of our table as well as for the game world (we're very burned out on d20). However, I'd like to try to start from a single core system and work from there, pulling and pushing parts as needed.
I've read a Lot of threads the past couple weeks about which system is better, 3d6, d6, Heroes, Gurps, BRP, d10, etc. but the answer always boils down to "What do you want to do with it?" Thus I thought I'd ask the question of all of you who have the experience with the systems. If I want to do what I list below, which system would you recommend and why? Or what systems do you think might work well if mixed and converted and why?
What we want:
* Mechanics: I'm generally looking at the Generic systems but haven't settled on a specific dice mechanic. I'm leaning toward BRP d100 because it seems one of the easiest to convert to (its easy to convert ANY system to %) and when combined with RQ has SO much material. However, I think I'm in love with the EABA d6 system as it is one of the best dice systems from a math and probability aspect I've seen to date. However, I don't care for some other areas of EABA so I wouldn't use it outright, but if I did look at going the d6 system route, I'd swap the core d6 mechanic for the EABA d6 mechanic. That said I do want to use an Attribute + Skill based system.
* Species: I want a system that will allow drakes, fey and giants as PC races along side typical humanoids without being broken. FantasyCraft did this well for a d20 system.
* Classless: I want to convert over a form of Lifepath system based on a Point Buy system for keeping the paths relatively balanced. This will either mimic something like Burning Wheel or Traveler depending on which ends up being easier to model when converting to the point build system. This would be a front load work for me as the designer, but it would remove the stigma of "point buy" systems that our group has as being too "complicated" and "too much time to make choices".
* Magic / Powers: Ability to support various different styles of magic, unlike D&D where its all the same magic with a different skin on it. I also want to be able to have Magic as Powers. I use a Sorcery model that is more like innate magical powers (aka superpowers) than "casting spells". Other magical systems will very from hard coded spellbooks for Wizardry, to other systems like Allomancy (Mistborn rip), Furycraft (Codex Allera rip), Psionics, Blood Magic, Rune Magic, Witchcraft, Pact Magic, etc. I want to design each so that they feel different from one another and even in areas where they are the same ("I cast spells") the mechanics are different even if as little as different attribute requirements, different skills, etc. Thus I do need a system for Building Powers as well as a way to implement magic systems.
* Modularity: I want to be able to pull parts out and sub in other parts where necessary since no one RPG is "The One to Rule Them All". Obviously something like Fate Aspects is easy to port, but something like a Shock Clock Initiative might not be. I'd also like to have a base system that has 2 modes of Combat, Simple and Advanced. Simple combat being a stripped down basic system based on Mind's Eye and very fast resolution, primarily for mook fights or fights that are more emant to set the feel for a coming major combat. Advanced is the full blown tactical combat for those really important fights.
* Complexity: The system has to be less complex and Player front-loaded than Hero or Gurps, though technically the Gurps framework might be a possible runner if I were to have a good idea of how to break it all down considering the sheer number of 4E books there are to have to go through.
Is that enough to go on for a recommendation of preferred base system? If not ask away and I can answer in more detail.
PS: On a side note... IF you were going to mix d100 sources of BRP and RuneQuest... what concepts or mechanics would you steal from RQ and from what version of RQ?
Seeking System Expertise for Recommendations
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