#but I'm swapping out the points system it had for dice; pretty much just to help me with figuring out what to do
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Nice! That's honestly really cool
I know I'm already a bit of a "have you considered playing a different game" kind of guy (and I actually kinda like D&D! It just sucks that a lot of people who play it seem to hate what the game actually is!) but I'm going to evolve and become even more that guy but always recommend Rolemaster specifically.
#haven't played MERP since I was little; but it was always fun#unrelated to anything else other than the concept of homebrewing#really want to flesh out a homebrew for the d6 based Star Wars ttrpg that I have the old book for sitting in a drawer nearby#really feel like the d6 system would be nice for the power scaling that can happen in the setting I'm using it for#cause then... well... first off one problem is that it wasn't really meant to go as high as I'm gonna take it; but too bad for it#anyway; then you can have people winding up with like 20d6 in a skill; and you make life easy cause they can just roll 2d6#against similar skilled people... or just enjoy rolling way too many dice at once#no... the real problem is figuring out how to do magic or super powers or stuff like that#(cause it's a broad setting)#since I only really have the way they did the Force to go off of and... well that's the main hang up anyway#mostly in terms of cost really#as in like... I know roughly how much attributes should cost; and I mostly know how much skills should cost#but like... you can't really have lockpicking and fire breath cost the same amount to put dice in to... you know?#one's just... a tiny bit more powerful#that's the part that really requires thought on all this#of course... the whole thing is just a facade; what I'm really running is the old Amber diceless roleplaying system#but I'm swapping out the points system it had for dice; pretty much just to help me with figuring out what to do#but the fact of the matter is that the dice are just for show and just a prop; just something fun for players to roll#cause like... someone makes a good plan but rolls poorly; I'm not just gonna be like 'well; you failed'#just gonna use it as a prompt for what happens next#so it really is just the diceless system; it's just the flat numbers lack inspiration for me that dice can fill in the blanks with#anyway... don't know why I felt compelled to write all that stuff... think I just got thinking and kind of typed as I did it#...well... all that aside; the Amber diceless books have good advice in my opinion; just for running stuff in general#stuff like giving minor rewards to players who do stuff like draw art or keep a diary or record and transcribe a session#like... nothing major; just a few points here or there or... something that doesn't unbalance things#but that rewards them for doing stuff that engages and enriches the game#well anyway... that's a whole lot of words to say not a lot
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