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Posts Tagged ‘ideal RPG’


Ideal RPG: The Crit System

   Posted by: Avaril    in RPG

Another idea that I have had for an Ideal RPG is a critical stystem.  Crits should hurt.  Yes, dealing massive amounts of damage does hurt, but in an abstracted HP system, the damage is just eventually healed anyway.  In my opinion, it was always more fun when we played a system where a crit meant something (i.e. Warhammer RPG or Mechwarrior).

Crits should have lasting effects in game, that aren’t easy to fix.  The critical could sever an artery, cost a player an eye or leg, or scar his face.  This may mean lasting repercussions to the character, or at least disadvantage until they could be properly healed (what if clerics couldn’t fix all damage immediately? That may be a topic for another post).

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What an RPG should be: An Opinion

   Posted by: Avaril    in RPG

Every system and edition has its strength and weaknesses.  In particular, D&D 3.x was good at individual optimization, and 4e is good at group optimization.  But, it still seems that there is room to better simulate what is possible in real life, without getting bogged down in details, tables, and dice rolls.

So, Wolfgod and I came up with a few things we would eventually like to see in a game system.  These may be eventually made into a system; we’d have to hash out some statistics first.  For now, it is just a pipe dream.  Here’s a smattering of our ideas: Read the rest of this entry »

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