tag:blogger.com,1999:blog-4764158821384594980.post6862615553159518141..comments2024-03-29T02:20:03.864-04:00Comments on Age of Ravens: Continues to Wrestle with the Demon Called SystemLowell Francishttp://www.blogger.com/profile/02359280169506945906noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-4764158821384594980.post-40572979178871637302009-03-10T10:17:00.000-04:002009-03-10T10:17:00.000-04:00The point cost reduction is a factor of wanting to...The point cost reduction is a factor of wanting to create less granularity-- a simplicity so that CP awards have a significance. It keeps me from putting in too many funky numbers. In general, yes, 2/5 of Gurps.<BR/><BR/>I'm imagining the campaign will run one year. Assuming we begin with 150 characters-- which translates to 60 CP to spend at the beginning-- and an average of 4 (10) points per session-- you're looking at having fairly potent characters eventually. <BR/><BR/>2d10 smooths the curve, gives players the d10's they prefer, and also allows be to create an easy break between the roll low of the skill system and the roll high, with d6's, of the damage system. Mentally I'm picturing it also meaning that drama points spent on extra dice could potentially be more effective, but I might be wrong on that.Lowell Francishttps://www.blogger.com/profile/02359280169506945906noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-65079782078505565452009-03-09T19:19:00.000-04:002009-03-09T19:19:00.000-04:00Part of my fascination with your project is seeing...Part of my fascination with your project is seeing stuff I wouldn't do. I'd never imagine rejiggering the point costs of GURPS to create a new system. In addition to basing it on 2d10.<BR/><BR/>To make it easy for you to GM, it has to be something that feels intuitive to you. The players can become accustomed to it later. Your ideas aren't intuitive to me yet, but they do balance and mesh nicely. That means it will make intuitive sense later. In general, you're using 2/5 the point cost of standard GURPS?<BR/><BR/>I'd contrast the Cortex System engine used by the Serenity RPG. It isn't balanced, it doesn't mesh, so it'll never feel intuitive to me. I'll always notice the holes in the rules.Gene Hahttps://www.blogger.com/profile/07389258008505629339noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-15727722995459476432009-03-09T18:39:00.000-04:002009-03-09T18:39:00.000-04:00You're absolutely right about the GURPS Feint. GUR...You're absolutely right about the GURPS Feint. GURPS 4E also adds options like Beats and various maneuvers. You can get as complex as you like, or not.<BR/><BR/>In 4E Hits are based on ST alone. This makes sense physiologically (muscle mass and other bulk really defines how much damage a real body can take). HT is used for Fatigue Points. If you don't want to keep track of FT, your solution works as a nice compromise.<BR/><BR/>I feel like you're creating "Original" or O-GURPS.Gene Hahttps://www.blogger.com/profile/07389258008505629339noreply@blogger.com