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 Veghinix RPG Alpha
Tharivious
Posted: Aug 17 2007, 07:26 PM
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Keeper of the Balance, Master of Shadows, Administrator


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Posts: 52
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Joined: 21-February 04



With the announcement of D&D 4th Edition, it's time to make a change in Veghinix. No, not preparing to switch to the new edition. Creating my own RPG, from the ground up, that isn't backwards or forwards compatible with any of the other products on the market.

The setting won't change, it will be a Fantasy/Horror genre game just as I've intended for months now. But the systems will be massively revised.

My goals as of now:
Different ability score system. Still going to be six stats, but set on a 1-10 scale with a different bonus ratio and slightly tweaked to eliminate misconceptions.

Different class system built more around character path than class. IE, a character progresses along conceptual lines, eventually being able to opt into a more advanced path down the line. While some class combinations will interact better than others, there won't be any hardliner powerhouses.

Different method of resolving combat, both physical and magical. I'm still tinkering with this part. I'm looking at Combat/Magic as attack bonus types (replacing base attack and caster level), and Defense/Fortitude/Reflex/Will as replacements for armour class and saving throws. I haven't decided between opposed roll and static defenses yet, it's open for discussion. All characters will advance in all traits, though, making multiclassing less of a massive penalty.

Hit points will be converted to a hybrid of the hit points (d20)/health (Storyteller) systems. Simply put: Hit points get stupid past fifth level, so I'm making a system that, while dynamic enough to be non-fatal for first level characters, will remain dramatic well into levels beyond 20 and near to 40.

I'm thinking that Skills and Feats will be folded together into a tiered skill system vaguely along the lines of the Storyteller system. Very limited number of rank options at a given level, increasing rank costs to get the higher tiered skill options, that sort of thing. Simply put: The glut of skills and feats isn't needed when something more simple can be done.
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Draggy
Posted: Aug 18 2007, 01:42 AM
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Member No.: 5
Joined: 24-February 04



I will definitely be following this and look forward to seeing what you come up with :D
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