Where Do You Find Them?
kiwifarms.net
- Joined
- Sep 15, 2019
I'm not gonna drag on an argument about if it's possible to be more effective than batman wizard or codzilla. Ultimately it's not entirely relevant to the original point that casters are way too good and can trivialize plots without even really trying. The consensus seems to be don't play DnD but that's probably going to leave me in a similar position with other systems, where they need heavy modification to give me what I want. Still, maybe there's something out there that fits my needs.
Things I need:
Background magic that's drained as spells are cast. A pantheon of gods that one can worship to skirt this restriction. A set of nature based casters who seem to be similar to the priests but in reality have more in common with the wizards.
Commonplace magic. About 20-30% of the world will be capable of casting simple spells to help them work the fields and care for their animals, but powerful magic is very rare and either requires time to set up or being in a dangerous area with high background magic. The PCs will have access to powerful magic themselves though, so there needs to be a decent system for it.
Magic needs to be telegraphed somehow. You might be able to basically mind rape people but everyone can see you do it and knows exactly what you just did you fucking monster.
No well developed social system. I'm mostly going to ignore dice and stats when it comes to social interaction and just rely on roleplaying and that'll be most of the game. I'm going to go for the age old, you can roll social skills if you like but you get bonuses for good RP method of getting them involved with it.
It's important that the systems fit the story. The second half of the game is going to involve investigating the metaphysics of the world and I don't want to lead them astray with stuff that doesn't match up.
I was tempted to make a totally new system, it wouldn't be the first time. I even started on one but the odds that I nail it without any playtesting are slim. As for the group, I've played with them before, though never DMd and they aren't as bad a sort as all that. They will do things like play a monk just because they want to, but they'll still play a well built monk. The problem with DnD casters is you don't even really have to try to break things. It's not like there's some infinite loop bullshit you need to outshine the fighter, just cast spells. I've always been a fan of the old adage "Don't hate the player, hate the game." It can only go so far in RPGs, if someone tried pun-pun I'd be pissed, but like I say it's almost hard not to be too good with those classes.
Things I need:
Background magic that's drained as spells are cast. A pantheon of gods that one can worship to skirt this restriction. A set of nature based casters who seem to be similar to the priests but in reality have more in common with the wizards.
Commonplace magic. About 20-30% of the world will be capable of casting simple spells to help them work the fields and care for their animals, but powerful magic is very rare and either requires time to set up or being in a dangerous area with high background magic. The PCs will have access to powerful magic themselves though, so there needs to be a decent system for it.
Magic needs to be telegraphed somehow. You might be able to basically mind rape people but everyone can see you do it and knows exactly what you just did you fucking monster.
No well developed social system. I'm mostly going to ignore dice and stats when it comes to social interaction and just rely on roleplaying and that'll be most of the game. I'm going to go for the age old, you can roll social skills if you like but you get bonuses for good RP method of getting them involved with it.
It's important that the systems fit the story. The second half of the game is going to involve investigating the metaphysics of the world and I don't want to lead them astray with stuff that doesn't match up.
I was tempted to make a totally new system, it wouldn't be the first time. I even started on one but the odds that I nail it without any playtesting are slim. As for the group, I've played with them before, though never DMd and they aren't as bad a sort as all that. They will do things like play a monk just because they want to, but they'll still play a well built monk. The problem with DnD casters is you don't even really have to try to break things. It's not like there's some infinite loop bullshit you need to outshine the fighter, just cast spells. I've always been a fan of the old adage "Don't hate the player, hate the game." It can only go so far in RPGs, if someone tried pun-pun I'd be pissed, but like I say it's almost hard not to be too good with those classes.
This seems interesting, but it has the problem that it is kinda complex for me as the guy who needs to customize it. I know nothing about GURPS. If you could give me some tips on which of the billion books has the type of stuff I want I'll definitely take a look though.Just use GURPS