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TIGSource ForumsDeveloperDesignWhat rpg system are you using?
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apgames
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« on: August 27, 2011, 12:08:56 AM »

Hi, I am about to design my rpg system and was curious what you guys are using. What stats do you have? What do they influence ( intelligence = more mana, for instance). How do you handle combat when you hit, how much damage do you inflict?
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starsrift
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« Reply #1 on: August 27, 2011, 12:15:28 AM »

The only real answer is either A) Steal an established one like D20, or B) Playtest.

There aren't many systems that can stand extreme level progression, so systems tend to be balanced within a certain set. (Not even D20 is particularly balanced in it's set of 1-20 levels, leading to ridiculous scenarios such as the infamous Cat v. Human Peasant case). Pick your scale, open an Excel sheet - or if you have the chops, make a combat balancing tool - and figure out what it should be.

And don't be surprised when it playtests as too hard or too easy and you have to go back and fix it.
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« Reply #2 on: August 27, 2011, 12:56:47 AM »

I made my own RPG system (mainly for playing RPG irl  Wizard ).
I started to describing it, but there is too much to write, sorry :D
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Uykered
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« Reply #3 on: August 27, 2011, 05:41:04 AM »

FATE system is pretty good.
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apgames
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« Reply #4 on: August 27, 2011, 11:13:40 AM »

Will probably go with my own system but will take a look at FATE, thanks.
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JasonPickering
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« Reply #5 on: August 27, 2011, 11:25:59 AM »

I built my own using level/attack/defense. then built formulas based off of how I wanted combat to feel. (I.E. this much xp at this level, this much at this level etc etc.) Also looked into formulas that RPGS use now. the formulas in pokemon look like something Matt Damon wrote while working as a janitor.
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Reggie
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« Reply #6 on: August 27, 2011, 07:36:34 PM »

FATE system is pretty good.

FATAL system is pretty good.
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Ultima Ratio Regum
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« Reply #7 on: September 05, 2011, 08:38:53 AM »

There aren't many systems that can stand extreme level progression

I've started one from scratch for my game, and this is what I've found. A key solution I'm working on is the balance and distribution of armor that either protects against a certain percentage of damage, and armor that protects against a certain amount of damage entirely, and then all damage above that number gets through safely.

Shifting the balance of the attacks and the kind of armour available at different times allows higher scaling to some extent, but scaling high-end combat is still tricky. As was said above - playtesting comes into its own...
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antymattar
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« Reply #8 on: September 05, 2011, 11:26:06 AM »

FATE system is pretty good.
By fate do you mean the game fate? Cause I played that game and it kind of sucked big time.
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Geeze
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« Reply #9 on: September 06, 2011, 08:42:09 AM »

FATE system is pretty good.
By fate do you mean the game fate? Cause I played that game and it kind of sucked big time.
No No NO
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antymattar
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« Reply #10 on: September 06, 2011, 11:09:06 AM »

FATE system is pretty good.
By fate do you mean the game fate? Cause I played that game and it kind of sucked big time.
No No NO
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« Reply #11 on: September 06, 2011, 01:18:10 PM »

He means this: http://www.faterpg.com/
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