I posted a modified version of the last post on an rpg design message board I've haunted for over two decades, and some of the feedback I got was even helpful. Though there was some discussion of differing tastes for the amount of randomness one allowed, the biggest concern seemed not allowing inherent talent or randomness overwhelm skills.
I think I'm fairly satisfied with the ratios I have now, but I'm probably going to add a non-proficient penalty to physical skills to limit the talented amateur effect and try and define which skills are impossible to attempt without training.
My current headache is the modified to-hit and damage roll. I'm considering a series of skills/modifiers that allow characters to affect to-hit and damage separately without going back to multiple rolls. Unfortunately, it adds some complexity to evaluating the combined roll and it is proving difficult to find a simple and elegant solution.
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