• Welcome to The Campaign Builder's Guild.
 

Unnamed High-Fantasy Magitech/Steampunk

Started by beejazz, November 06, 2007, 04:04:01 PM

Previous topic - Next topic

beejazz

[spoiler=BACKGROUND]
I'm setting a bunch of this stuff aside so you can see where I'm coming from. If you're interested in the meat of the game, skip this. If you're wondering what got me going, check this stuff out.
[spoiler=GENRE]I'm going for high fantasy, sword and sorcery, and a little bit of steampunk and gothic horror tropes, among other things.[/spoiler]
[spoiler=INSPIRATIONS]
Hellboy
[spoiler=Hellboy] I've just always been a fan, though I have to admit it may be mostly the art style for me. I sort of like the "real" myth origins mixed with some pseudo-Lovecraft stuff. Beyond that, I like the kinda over the top brawling combat that Hellboy does, and how someone always ends up getting hurt. Also a bit of the magitech elements... machines with their guts all exposed and covered in occult symbols or incorporating odd relics or the severed heads of psychics or what have you. Fun stuff, that.[/spoiler]
Fullmetal Alchemist
[spoiler=Fullmetal Alchemist] The hommunculi and soul-binding and chimeras and things were just awesome. FMA is definitely a big chunk of the source for magic that focuses on flesh, spirit, and the third school (relic or what have you) as based on the mundane and human transmutation.[/spoiler]
Claymore
[spoiler=Claymore]Claymore's a bit more obscure, but if you're interested you can still find subtitled episodes online. Or just check out the wikipedia entry linked above. I loved both the brutality of the show and the general idea behind the magic system.[/spoiler]
Bakumatsu Kikansetsu Irohanihoheto
[spoiler=Bakumatsu Kikanetsu Irohanihoheto]This anime is a little harder to follow, but the political intrigue, the supernatural elements, and all the rest just really worked for me. Also, the kabuki theater seeking revenge and the playwright's ulterior motives and... anyway, this one's just gold. Also convinced me to keep a preform skill and a charisma stat.[/spoiler]
Night Wizard
[spoiler=Night Wizard] I didn't realize this was a paper and pencil RPG until I read the wikipedia entry. I'm not sure if the game's any good and the show itself is so-so, but I like the idea that one of the core abilities for mages is a limited personal barrier that can be used for storing small items. Imagine, mages whose core ability was the ability to make things vanish and appear. And a magician could pull the same tricks by sleight of hand! Okay... the idea may need some work.[/spoiler]
Girl Genius
[spoiler=Girl Genius] Here's another reason to include a perform skill, and a good example of a more "raw" steampunk (as opposed to the magitech presented by Hellboy and Fullmetal Alchemist). Just a fun comic overall, and one I'd recommend to the bored on this site.[/spoiler][/spoiler][/spoiler]

[spoiler=RACES]
These are my candidates for the races in this setting. Note that while I do intend to include both cogs and undead as playable races, if I can't think of anything specific for them, they're getting scrapped.
[spoiler=goblins]
They're green, little, and eccentric. Goblin combat traditions favor melee weapons, flails, and thrown weapons, and tend to eschew the use of shields. Goblin science is dangerous stuff, capable of doing fantastic things. However, whether it produces the fantastic result you intended or simply turns your hair blue is anyone's guess. Goblins usually tend to go for arcane or druidic magic, and have a preference for flesh and spirit over artefact magic.
[/spoiler]
[spoiler=ogres]
Enormous gray people, sometimes sporting horns and/or tusks, the ogres are a proud and reclusive lot. Ogres may not rely heavily on technology or the trappings of urban society, but are far from dull themselves. Ogres at war are shrewd and overwhelming. They favor two-handed weapons that take full advantage of their massive size, and fall back on siege engines for much of their ranged combat. Ogres tend to favor druidic magic over the other two. Ogres have no problem utilizing technology, but rarely put any effort into developing new inventions or sustaining large-scale industry.
[/spoiler]
[spoiler=elves]
Elves are lean people with pointy ears. They are long-lived, and prone to slow change. Elf combat is an art form at best. Elves tend to favor lighter weapons. Elf magic is normally druidic or arcane, with a preference for spirit magic overall. Elf technology is lacking in terms of warfare and industry, though their arts are nearly unmatched.
[/spoiler]
[spoiler=dwarves]
Dwarves are stout, typically bearded, and highly traditional. Their society is formal and their ways often set in stone, sometimes literally. Dwarf combat favors melee and heavy armor. Where ranged combat comes into play, dwarves tend to go for their rifles and blunderbusses. Dwarf magic favors divine magic, especially artefact magic. Dwarven industry and mining is unmatched, but for finesse in smaller gizmos, you're better off asking for a gnome.
[/spoiler]
[spoiler=gnomes]Gnomes are little, tidy, and experts in their field. Gnomes tend to find themselves on foreign soil, "studying abroad" as per the gnome tradition. Gnomes tend to avoid combat or else confront their foes indirectly, with traps or sniping. Gnome magic favors the arcane tradition and the artefact school. Gnome technology is a sight to behold, especially in terms of things like cogs, clocks, and guns.
[/spoiler]
[spoiler=humans]Humans are humans. I know, I need to work out my specifics.
[/spoiler]
[spoiler=cogs]Cogs are mechanical "people" made by the other races, most notably the goblins, gnomes, dwarves, and humans. In combat their durability more than anything. In terms of magic, they favor arcane and artefact. In terms of technology... they rely on it daily.
[/spoiler]
[spoiler=undead]Not sure what sort of undead I'm letting people play as (outside of liches, but not at character creation... becoming a lich is an adventure in itself).
[/spoiler]
[/spoiler]

[spoiler=ROLES]
There aren't classes, but this isn't to say that characters won't have different skill sets and roles in play. It's better to have one person with ex3 in something than four people with ex1 in the same thing, after all. Specifics for each later.
[spoiler=ranged]
[/spoiler]
[spoiler=melee]
[/spoiler]
[spoiler=inventor]
[/spoiler]
[spoiler=pilot]
[/spoiler]
[spoiler=face]
[/spoiler]
[spoiler=sneak]
[/spoiler]
[spoiler=mage]
[spoiler=arcane]
[/spoiler]
[spoiler=druidic]
[/spoiler]
[spoiler=divine]
[/spoiler]
[spoiler=flesh]
[/spoiler]
[spoiler=spirit]
[/spoiler]
[spoiler=artefact]
[/spoiler]
[/spoiler]
[/spoiler]
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

[spoiler=CHECKS] Players roll 3d8 and try to roll under their attribute + skill +10. Players can add more dice (making it more difficult to succeed) to accomplish more difficult tasks.[/spoiler]
[spoiler=CHARACTERS]
[spoiler=ABILITIES] The six ability scores are strength, dexterity, will, wisdom, intelligence, and charisma. Ability scores run between 0 and 5.
[spoiler=strength]
[/spoiler]
[spoiler=dexterity]
[/spoiler]
[spoiler=will]
[/spoiler]
[spoiler=wisdom]
[/spoiler]
[spoiler=intelligence]
[/spoiler]
[spoiler=charisma]
[/spoiler]
[/spoiler]
[spoiler=SKILLS] A character gets a number of skills equal to his intelligence plus five. Any trained skill gets a +5 bonus.
[spoiler=SKILL LIST]
Agility (Dex)
Animal Empathy (Cha)
Athletics (Str)
Bluff (Cha)
Charm (Cha)
Craft (Int)
Disguise (Cha)
Dodge (Dex)
Forgery (Int)
Flails (Dex)
Focus (Will)
Heal (Int)
Intimidate (Will)
Jury-Rig (Int)
Knowledge (pick one) (Int)
Language (Int)
Magic (druid) (wis)
Magic (divine) (will)
Magic (arcane) (int)
Melee (Str)
Notice (wis)
Open Lock (Int)
Parry (Dex)
Perform (Cha)
Pilot (Dex)
Ranged (Dex)
Research (Int)
Ride (Dex)
Sense Motive (Wis)
Shield (Dex)
Sleight of Hand (Dex)
Survival (Wis)
Throw (Str)
Unarmed (Str)
[/spoiler]
[/spoiler]
[spoiler=EX]
Your EX represents how incredible you are at using different skills. Your EX in a given skill runs from zero to three, and is subtracted from the number of stunt dice you have to roll when you stunt.
[note] I'm not sure yet what the total value of EX you'll have to distribute is going to be, nor what the maximum ex will be. Either you'll have ten EX to spread around for a maximum of five in any skill, or you'll have five EX to spread around for a maximum of three in any skill.[/note]
[/spoiler]
[/spoiler]
[spoiler=HEALTH] Your character will have three health ratings, ranging between ten and twenty. These act as saving throws, as well as sanity and disease mechanics.
[spoiler=mind] Your mental health meter is ten plus your intelligence plus your wisdom. It's your 'saving throw' against things like illusion and other deceptive magic. Some attacks may cause you to permanently lose points on this meter.[/spoiler]
[spoiler=body] Your bodily health meter is ten plus your strength plus your dexterity. It's your 'saving throw' against things like poison and disease. Some attacks may cause you to permanently lose points on this meter.[/spoiler]
[spoiler=soul] Your psychological health meter is ten plus your will plus your charisma. It's your 'saving throw against things like compulsions and fear. Some attacks may cause you to permanently lose points on this meter.[/spoiler]
[/spoiler]
[spoiler=COMBAT] I've done my best to make combat visceral more than anything. The two priorities here are a high level of detail and a fast pace. The two are hard to reconcile, but I think I've done a decent job of it. Attacks are handled on one roll, but account for things like hit locations, and defense is active, but limited (cuts back on the extra rolling).
[spoiler=INITIATIVE] Your initiative value is equal to 10 plus your wisdom plus your dexterity. When you roll initiative, you go in the order of highest to lowest. Those who rolled under their initiative get to go in the surprise round, while those who failed the check do not.

Getting the drop on your opponent gives you auto success.[/spoiler]
[spoiler=ROUNDS] In any given round, you get one attack, one defense, and one move. However, you can stretch the number of attacks and defenses using stunts.[/spoiler]
[spoiler=ATTACK] When you attack, you make one roll. If you succeed, you hit. If you fail, you miss. Your damage is equal to this roll plus your weapon's damage mod. If you beat your foe's massive damage threshold, you also inflict a wound. Check the dice you rolled to see what hit location you wounded.
[spoiler=hit locations and wounds] If you've hit someone and beat their massive damage threshold, you might want to know where you hit them. You rolled 3d8? Each die gives you a hit location.

1-3: Torso
4: Right Leg
5: Left Leg
6: Right Arm
7: Left Arm
8: Head

Each locations can take three wounds. The first wound inflicts a penalty. The second wound disables the body part. The third wound destroys the location entirely. [note] The locations are arranged on the dice intentionally'¦ if you roll an 8, you are less likely to hit but more likely to wound a person if you do (headshots are infrequent but devastating). If you roll a 1, you'll probably hit a person but are unlikely to inflict a wound (torso shots are the most frequently hit, but people aren't frequently cleaved in half).[/note]
[/spoiler]
[/spoiler]
[spoiler=DEFENSE] You can defend yourself to negate an attack. Check the individual skill descriptions for how to dodge, parry, and shield yourself.[/spoiler]
[spoiler=MOVE] Your move action lets you (duh) move, but it also lets you do things like reload a weapon and other miscellaneous stuff. More details on that later.
[spoiler=zones] Movement in combat is handled in zones instead of squares. Each zone can hold multiple people. You can make melee attacks against anyone in the same zone as you, and ranged attacks against people in any zone. Area attacks affect all the people in one zone.[/spoiler]
[/spoiler]
[/spoiler]
[spoiler=MAGIC] I kind of figured that if you can research and learn a spell, you can cast it, whoever you are. That's one of the big differences here. Mind you, there are still those who can cast spells faster and more reliably, and do cooler things with them. But magic isn't exclusive to those people.

That said, magic is unreliable and sometimes dangerous for most people, and even the experts get worn out and start to get sloppy.
[spoiler=casting a spell] Roll under your skill. If you succeed, the spell is cast. If you fail, you temporarily lose a skill point (plus one for every die you added). If your skill total is 15 or less at this point, the spell also fails. If your skill total is 10 or less at this point, the spell also fails and you suffer backlash.

You can stunt to modify a spell or accomplish cooler things with it. Backlash varies by spell.[/spoiler]
[spoiler=making a mage] There are three things that separate a mage from a layman in terms of casting. Firstly, a mage is trained in at least one magic skill. This gives the mage a period of reliability before failure to cast and backlash are even possible. Secondly, a mage usually has stunt dice in his chosen school. This gives the mage a certain level of flexibility and power most people can't hope to match when casting spells. Thirdly, a mage has innate spells that don't take an hour or longer to cast. This means a mage can work 'on the fly' doing crazy things on short notice.

On to the meat of the mechanics here.
[spoiler=traditions] There are three traditions by which mages cast spells. While all three manipulate the same fundamental forces, each does this by a different method (don't worry'¦ they all work the same system-wise).
[spoiler=arcane]
[/spoiler]
[spoiler=divine]
[/spoiler]
[spoiler=druidic]
[/spoiler]
[/spoiler]
[spoiler=schools] There are three schools of spell in every tradition. Mages buy EX in schools, rather than in traditions. They also get one innate spell per EX spent on a school. These spells must be of the same school as the EX, and in a tradition in which the mage is trained.
[spoiler=flesh]
[/spoiler]
[spoiler=spirit]
[/spoiler]
[spoiler=artefact]
[/spoiler]
[/spoiler]
[/spoiler]
[/spoiler]
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

Darkxarth

All in all, I like this system.  It reminds me of a very new system I played about a month ago, Unhallowed Metropolis.  The folks I played it with had pre-release GenCon books, but I think its been released now.

Anyway, I like that spells naturally take about an hour to cast, and the only way to do it in less time is to purchase them again (is that the gist?).

The combat system is interesting, its always nice to have fewer rolls for attack/damage than D&D does.  I have a question about hit location though, what if you're fighting some kind of monster that has more than two arms or a snake body instead of legs or wings?  There would probably be some kind of special instruction in the monster's text, but it is something to think about.

What would your ability scores be?  Between 2 and 5?  That was about the range I picked up from your other descriptions, but I don't think you said it directly.

As far as magical schools, you could include some sort of enchantment school (not like D&D's enchantment) that would allow a mage to enchant items, weapons, etc.  But it could also function for spells like (using a few D&D examples) Ironwood, Magic Stone, Goodberry, and Shillelagh.  It might even be extended to spells that would affect a creature's nature like Barkskin, Haste, etc.  These kinds of spells might not even be in your game, but since D&D is the only system I play on a regular basis it's my only point of reference.

Post whenever you're struck with inspiration, I'll be keeping an eye open.
[spoiler=Sigariffic!]
[spoiler=Links]Wal-Mart: Post Apocalypse

All hail the wisdom of the Red Mage[/spoiler]
[spoiler=Cookie]Fortune Cookie!
 [fortune] [/spoiler]
[spoiler=Quotes]"No violence, gentlemen -- no violence, I beg of you! Consider the furniture!"
- Sherlock Holmes

" 'Hey, you're that one guy!'
'No I'm not. I'm those two guys, and neither of me is the guy you think I am.' "

- The Dark Lord Chuckles the Silly Piggy and Dave

"That's cooler than Nuclear Fission in a bag!"
- Me

"There's no problem that can't be solved by throwing a lot of Ninjas at it."
- Anonymous[/spoiler]
[spoiler=The Welcoming Song]Welcome new member,
Hope you like it here,
Just don't let these guys,
Talk off your ear.

When we get annoying,
Which happens quite often,
Be annoying too,
And our hearts will soften.

If ever you're bored,
Just show up online,
We wash away boredom,
In absolutely no time.[/spoiler]
[spoiler=Unofficial CBG Holiday Tagline]"It's like christmas, only instead of presents, Santa brought universes!"- Eclipse[/spoiler]
[spoiler=Unofficial CBG Theme Song]CBG, CBG,
A great website for you and me,
Spinning webs, connecting dots,
Building campaigns, advancing plots.
Look out, here comes the CBG.

Is it cool? Listen bud-
It's got nothing but gamer blood.
Can it live on a thread?
Yes it can, it's never dead.
Hey there! This is the CBG.

CBG, CBG,
Friendly neighborhood CBG.
Wealth and fame, never seen-
Though they sound really keen.
To it,
Life is a great big campaign-
Wherever there's a campaign,
You'll find the CBG![/spoiler]
[spoiler=Scouring the old threads...]
I found a great number of old banners and the like and have decided to add them to my sig, just for fun.
[spoiler=Han Solo vs MacGyver]
[/spoiler]
[spoiler=TRON vs Enzo]
[/spoiler]
[spoiler=Vegeta vs Prince]
 [/spoiler]
[/spoiler][/spoiler]
-DX

beejazz

Quote from: http://newdarkage.net/Unhallowed Metropolis[/url].  The folks I played it with had pre-release GenCon books, but I think its been released now.
Anyway, I like that spells naturally take about an hour to cast, and the only way to do it in less time is to purchase them again (is that the gist?).[/quote]The combat system is interesting, its always nice to have fewer rolls for attack/damage than D&D does.  I have a question about hit location though, what if you're fighting some kind of monster that has more than two arms or a snake body instead of legs or wings?  There would probably be some kind of special instruction in the monster's text, but it is something to think about.[/quote]What would your ability scores be?  Between 2 and 5?  That was about the range I picked up from your other descriptions, but I don't think you said it directly.[/quote]As far as magical schools, you could include some sort of enchantment school (not like D&D's enchantment) that would allow a mage to enchant items, weapons, etc.  But it could also function for spells like (using a few D&D examples) Ironwood, Magic Stone, Goodberry, and Shillelagh.  It might even be extended to spells that would affect a creature's nature like Barkskin, Haste, etc.  These kinds of spells might not even be in your game, but since D&D is the only system I play on a regular basis it's my only point of reference.[/quote]
Largely, I think enchanting items would be a temporary effect (leaving permanence the domain of tech). The first few examples are almost exactly what I'm looking for in terms of the "item" school. Moreover, it could work for the "items" in the pagan-style school. And enchantment is a name for it I'll have to mull over. Buffer spells aren't something I'm as huge a fan of, but most spells that could buff the caster could be used on others as well for extra dice. Not so much its own school, but something any of the schools should have one or two examples of.

Glad to hear you like it, btw. I was wondering if it wasn't a little on the crunchy side.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

I've.. uh... sort of updated my thinking on races. And linked a bunch of odd references to their respective wikipedia articles.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

Updated my thinking on religion and society. Clarified the bit on races. Cleaned up and explained the inspirations behind this.

System wise, I've changed the ability score array (there's a cha now and int is no longer split). I've updated initiative (surprise round has been uber simplified). I've also updated movement in combat, which is handled in zones.

Oh, I've also cut down character creation a lot. The traits/flaws/perks system (originally developed for the scifi game) has been nixed in favor of focusing only on abilities, skills, and ex (and races, unless I eventually decide to go for something humanocentric). For the mages, I've made "innate spells" a function of how many stunt dice you have.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

It's about time I went into detail about defense skills, but I want to run it past whoever is still reading first. The three skills I want to use are shield, parry, and dodge. I want each to be worth taking, if maybe with a few drawbacks.

Parry: Parrying is a pretty easy thing to define. It's something that melee combatants would use to stave off other melee combatants. So parrying is a defense check against melee attacks. You can still parry ranged attacks, but it'll add stunt dice. There may be other factors as well (such as the size of your opponent or your opponent's weapon... you're not going to parry balista bolts). Also, no parrying area attacks. Because... you know... that's weird.

Dodge: It stands to reason that if parrying is primarily for melee attacks, dodging should be primarily for ranged attacks. You could dodge in melee, but it would be difficult. Dodging would also be the only way to dodge area attacks, and the size of the attack would not matter.

Shield: Shields will work as well on ranged attacks as they will on melee. They do, however, get harder to use against bigger attacks. And won't work against area attacks. Not to mention that they take up one of your hands (ruling out two weapon fighting or two handed weapons).

What do you think?

Anyway, my thoughts on iterative attacks and two weapon fighting later.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

Alright, a little soon for another post, but something else is taking a bit long to load.

Iterative attacks: If you do make iterative attacks, you add a number of stunt dice to each attack equal to the number of attacks you make this round. For example, making two attacks would mean stunting twice on both. Making three attacks would be three stunt dice on each attack, and so on. You can make a maximum of three attacks in this manner.

Two weapons: It works exactly the same as iterative attacks, except that you add one less die to each attack, and the maximum is four. So two attacks means one stunt die on each attack, three attacks means two stunt dice on each attack, and four attacks means adding three dice to each attack. You can only do this as long as you make at least one attack with each weapon.

For the heck of it, I'll add another combat stunt here, and give you a look at the bigger picture (like when you'll want to make iterative attacks, and when you'll want to make single attacks).

Unstoppable blow: This stunt allows you to make an attack that can't easily be blocked. For each die you add in this manner, your opponent must add one die to his defense if he wishes to dodge.

Simply put, extra attacks are most useful against inferior foes, who probably don't have ex ratings in their defensive skills. Single attacks are more useful against foes who may have ex ratings in dodge, shield, or parry.

Anyway, this whole thing with the variable defense rules, the iterative attacks vs the focus on accuracy, etc. are supposed to lend weight to a warrior's decision regarding two weapon fighting, sword and board, or a two handed weapon... putting aside which weapon group one picks. It also means characters must vary their tactics based on their opponent. Close into melee with the ranged foe, who probably invested in dodge. Carry a no-dachi in your off hand to fight foes in zones outside your own, etc.

I dunno... guess I'm rambling at this point.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

Here's the skill list as it stands, including weapon and defense skills. Skill groups later. Then it's on to trying to work out the details of how skills work.

After that, all I need are guidelines for weapons, armor, and other gear, and this whole thing will be set for an initial playtesting of the combat rules (with similar playtesting taking into account the magic system, sanity/disease, and other things later). But first, the skill list...

Agility (Dex)
Animal Empathy (Cha)
Athletics (Str)
Bluff (Cha)
Charm (Cha)
Craft (Int)
Disguise (Cha)
Dodge (Dex)
Forgery (Int)
Flails (Dex)
Focus (Will)
Heal (Int)
Intimidate (Will)
Jury-Rig (Int)
Knowledge (pick one) (Int)
Language (Int)
Magic (druid) (wis)
Magic (divine) (will)
Magic (arcane) (int)
Melee (Str)
Notice (wis)
Open Lock (Int)
Parry (Dex)
Perform (Cha)
Pilot (Dex)
Ranged (Dex)
Research (Int)
Ride (Dex)
Sense Motive (Wis)
Shield (Dex)
Sleight of Hand (Dex)
Survival (Wis)
Throw (Str)
Unarmed (Str)
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

Tillumni Sephirotica

Quote from: beeblebroxIt's about time I went into detail about defense skills, but I want to run it past whoever is still reading first. The three skills I want to use are shield, parry, and dodge. I want each to be worth taking, if maybe with a few drawbacks.

Parry: Parrying is a pretty easy thing to define. It's something that melee combatants would use to stave off other melee combatants. So parrying is a defense check against melee attacks. You can still parry ranged attacks, but it'll add stunt dice. There may be other factors as well (such as the size of your opponent or your opponent's weapon... you're not going to parry balista bolts). Also, no parrying area attacks. Because... you know... that's weird.

Dodge: It stands to reason that if parrying is primarily for melee attacks, dodging should be primarily for ranged attacks. You could dodge in melee, but it would be difficult. Dodging would also be the only way to dodge area attacks, and the size of the attack would not matter.

Shield: Shields will work as well on ranged attacks as they will on melee. They do, however, get harder to use against bigger attacks. And won't work against area attacks. Not to mention that they take up one of your hands (ruling out two weapon fighting or two handed weapons).

What do you think?

Anyway, my thoughts on iterative attacks and two weapon fighting later.


where ever or not it's balenced really depends on how hard it is to get enough skill points.  if a player can easerly learn both parry and dodge without losing too much in other attributes, then there's no reason to get shield under normal circumstances.
2 rank in parry and in dodge give the same defense against ranged and melee as 2 rank in shield, but without any of the restriction, and against all kind of attacks.

beejazz

That's true. My reasoning, mostly, is that while two or three dice in dodge can handle most attacks, shields will be more valuable for people who don't want to invest ex in a defense skill. So it might be balanced at low levels (parry is restricted to melee, dodge to ranged, and shield to anyone willing to give up a free hand) but at high levels, dodging will appear the superior option.

I sort of balanced this with iterative and unstoppable attacks, which can make the distinction real again by forcing you to use more dice to defend yourself (in which case you don't also want to spend dice on defending against the "wrong" attack with the "wrong" defense).

And you're right, this does depend heavily on the availability of ex in character creation. A split between dodge and parry could give you something like the best of all worlds (covering all attacks and letting you use both hands) but buying ex in both would make it hard or impossible to buy up dice in offensive skills. So while you could be a competent fighter who specializes in defense, you might have difficulty turning the tide in combat.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

Everything's been uber-spoilerized. The skill list has found its way into the main mechanical post. Specific descriptions of things like skills, ability scores, schools, and traditions are in the works.

Look for rules for handling gear soon, too.

Also, check what little bit I've got on the races. Look good?
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?