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I made my own world... And want to ask a few questions.

Posted: Thu Oct 26, 2006 4:22 pm
by Alexandrin
Hiya I'm new to this forum... And well I wanted to ask a few questions about the game... I made my own fantasy world and my boyfriend really enjoyes it yet I had to make new skills and such for it... Like I redid the magic system for attack spells and such... And therefor I had to add extra dice in it since some go by percents instead... For example here is one new spell I made:

Wind Barrier+1 20% chance of knock back if no damage gets through.
Wind Barrier+2 40% chance of knock back if no damage gets through
Wind Barrier+3 60% chance of knock back if no damage gets through
Wind Barrier+4 80% chance of knock back if no damage gets through.
Wind Barrier+5 100% chance of knock back if no damage gets through.

Now I think it's fine that I added percentile dice into the game... But my boyfriend thinks we should stick to all D6's... What would your advice be?

Also here is another question... I avoid the combat skill alltogeather and instead make people buy hobbys for what ever they are good at... Is this a good idea or bad? Pluss alot of hobbys in my game tend to stack... Should I balance this out or let them keep stacking? Also in my game agile adds to just about anything to do with combat... Is this good or bad?

Thanks for reading and hope to read your advice=^.^=

Posted: Fri Oct 27, 2006 9:25 am
by Siroh
Agile should stack with everything related to offense in combat, Quick should stack with everything related to defense in combat. By the rules, hobby skills don't stack with other hobby skills, and they don't stack with Combat Ability either, but as the GM you can do whatever you want. If they stack with everything I would treat them like normal abilities, and not half-cost for figuring toward zero or anything else in the point balancing system.

It's fine that you added percentiles, it's your game. However there is already a knockback mechanic in the damage section. You could take the Offensive Barrier power and apply the knockback power move feature to it. Then it doesn't do damage to people who hit the barrier in melee combat, but whatever damage they would take is used to determine how far they get knocked back.

Even if you are creating a magic system from scratch, I would still build all the spells as abilities from the basic book, so they are balanced with each other.

Posted: Fri Oct 27, 2006 12:40 pm
by Alexandrin
I don't use the combat skill at all... It seems better for me to use hobbies since I don't want some one skilled in using a sword to pick up and use a gun... And hobbies I make the players pay full price for them anyways... As for the spells they are new skills most are based off of skills in the book but some are attack spells that are not power moves... There are six schools of magic and most have a good mix of attack and defensive spells. >.> Yes I know I ripped the system apart making it... Sorry... But I wanted something different that would fit a concept I had in my head for along time. So far my spell skill system seems balanced as I am using it... And it is easy to use (at least for me) Also attack spells don't do more damage then a level 3 or 4 power move...

Posted: Sat Oct 28, 2006 2:59 pm
by wuxiasnake
I force combat skill specialisations to take care of this. e.g Combat Skill (Sword) +3.

Also whats the chance you can post your custom magic system on the interweb somewhere? Sounds interesting.

Posted: Sat Oct 28, 2006 7:48 pm
by Alexandrin
Specialized combat skills sounds better then hobby... I might use that then.

And after I test my magic system and flesh it out and tweek it a bit I might post it here on the forums if I can... It's not really that big of a thing I used some of the rules for arcane magic and changed it a bit... (Okay alot) It's a bit unbalanced but works very well I think.