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Would DA Benefit From an Already Established Ruleset?


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#26
AlanC9

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However, fundamental to the tabletop game is the symmetrical mechanics that treat all characters similarly under the rules.  This is something CRPGs are doing less and less, and I think that's a mistake.


Hmm... I'm not quite sure what you mean here. PnP systems with classes treat characters of different classes differently, don't they? What does it mean to treat all characters similarly.

#27
Fast Jimmy

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Hmm... I'm not quite sure what you mean here. PnP systems with classes treat characters of different classes differently, don't they? What does it mean to treat all characters similarly.


He means a level 5 human rogue enemy in DA2 had 5X more HP than Isabella, but did 1/3 of the DPS. This was due to one set of characters (enemies) operating under a completely different set of rules than another set of characters (party characters).

#28
Sylvius the Mad

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DragonQuest did something similar. Characters could either be proficient in one of the colleges of magic, or could get a big bonus to magic resistance. And Magical Aptitude is a dump stat if you aren't a mage, since even the quasi-magical skills don't check MA. GURPS works this way too, since Magical Aptitude is a 15-point Advantage.

Exactly.  This is a major reason why I think GURPS is the best place for someone to look when he wants to design a new ruleset.  GURPs did just about everything well.



#29
CybAnt1

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GURPS was designed for modularity - the "G"enteric in the name. There was a basic ruleset, and then you bought the adaptation rules for whatever setting you wanted to take the ruleset into/toward. Like GURPS-Cyberpunk (that got poor Steve Jackson in trouble with the Feds; they called a game about hacking a "manual for computer crime")... there were GURPS addenda for all the typical RPG settings, like high-tech/sci-fi, fantasy, superhero, modern/espionage, and supernatural/horror. 

 

Shadowrun's fun, but if you want to play a cyberpunk game without the neo-fantasy elements melded in, GURPS Cyberpunk is one of the best. 

 

Of course, I also like their Illuminati card game - always tell tinfoil-hatters to go play  ;) - and the Munchkin series, which pretty much mocks the "munchkin" play style of many modern RPGers, where uber gear and loot rules uber all. 



#30
metatheurgist

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This is the primary strength of the CRPG, I think.  It allows mechanics that keep track of far more variables.

 
This is something that I think is holding back tabletop RPG design, the idea that people still sit around with pens, paper and roll dice. My group has moved on to virtual table tops, we haven't rolled a dice or used a physical character sheet in years. We do however have access to lots of computing power which we use to automate most of the game. "Tabletop" RPGs should be designed with this new capability in mind, they should either have their own virtual tabletop or integrate into existing ones and take advantage of the ability to have complex rules and calculations.
 

GURPs did just about everything well.


I'll just disagree with that.

#31
Realmzmaster

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Steve Jackson also did Fantasy Trip for Metagaming Concepts. Fantasy Trip was the inspiration for GURPS.  In the Labyrinth provided the ruleset for the Fantasy Trip system along with Advanced Melee and Advanced Wizard. Metagaming produced many solitaire microquests based on the system. 

 

Dark city games is publishing new adventures and microquests based on the system. It is a possible contender as a basic ruleset. I would  prefer GURPS if possible.