So me and my pal are designing a tabletop RPG. I won't go into extreme detail, but the essential concepts are these:
1. Anything beyond a standard attack requires some sort of "aiming" or strategic set up. Similar to the cones and Area of Effect spells in Dragon Age.
2. The liability behind the big giant awesome attacks that kill the dragon is not that it drains all your mana. The liability is that it will take multiple turns to set up, specific spacing in some cases, and cooperation amongst the whole team.
3. Reduce complexity in terms of crunching numbers by taking dice rolls out of standard attacks, conversation, and generally.
I won't go into further detail as everything else is subject to change, seeing as we've only hours ago gone beyond saying "we should totally make a tabletop RPG." So, advice? Anyone else venture into this before? Ideas for constructing attacks/spells/abilites? DMing tips? ANYTHING?
Thanks so much.
EDIT: If it helps, I'll include a rough version of what the level up system will be. (SUBJECT TO CHANGE)
Its like ability vs. interest. There will be initial stats like SPECIAL in Fallout (different ones obviously), that affect different skills. So say for instance you have High strength and high aim (those are both stats). This will contribute to a high Melee skill from the beginning. You can also upgrade melee by leveling up. But eventually you'll be asked what specifically you'd like to be good at in melee, and you could for instance choose "two handed weapons". So that way when you put points in melee you're getting better at two handed specifically, which opens up to more specific abilities you can get when you level. And after awhile you'll be asked like, "blunt or blade". If you choose blade, you'll be better at like giant swords and spears. Then you'll be asked "swords or spears?" So as you level up you'll become specifically awesome at stuff, and generally good at things related to it.
1. Anything beyond a standard attack requires some sort of "aiming" or strategic set up. Similar to the cones and Area of Effect spells in Dragon Age.
2. The liability behind the big giant awesome attacks that kill the dragon is not that it drains all your mana. The liability is that it will take multiple turns to set up, specific spacing in some cases, and cooperation amongst the whole team.
3. Reduce complexity in terms of crunching numbers by taking dice rolls out of standard attacks, conversation, and generally.
I won't go into further detail as everything else is subject to change, seeing as we've only hours ago gone beyond saying "we should totally make a tabletop RPG." So, advice? Anyone else venture into this before? Ideas for constructing attacks/spells/abilites? DMing tips? ANYTHING?
Thanks so much.
EDIT: If it helps, I'll include a rough version of what the level up system will be. (SUBJECT TO CHANGE)
Its like ability vs. interest. There will be initial stats like SPECIAL in Fallout (different ones obviously), that affect different skills. So say for instance you have High strength and high aim (those are both stats). This will contribute to a high Melee skill from the beginning. You can also upgrade melee by leveling up. But eventually you'll be asked what specifically you'd like to be good at in melee, and you could for instance choose "two handed weapons". So that way when you put points in melee you're getting better at two handed specifically, which opens up to more specific abilities you can get when you level. And after awhile you'll be asked like, "blunt or blade". If you choose blade, you'll be better at like giant swords and spears. Then you'll be asked "swords or spears?" So as you level up you'll become specifically awesome at stuff, and generally good at things related to it.