Fans of what game? The one you're still in the process of designing? How many people are we talking about?Kemper Boyd wrote: Fans of the game, of course.
Buddy, either your crunch sucks balls or you suck at explaining it. Or both. Probably both. Because that didn't give me any kind of overview. Or even any real mechanics.But let me give you a few links to some actual game mechanics. They should give you a pretty good overview of what we're going for.
Your post on character creation told me exactly nothing. The system you describe, where you have an ability, a skill, and a feat (trait/discipline/advantage/etc) and they all combine to figure your chance of success is exactly like the one used by many, many other systems...including D20! But not only is it bland and unoriginal, you don't describe it in any quantifiable way! What range of numbers are you looking at? Do skills go from 1 to 10, or from 0 to 20? What dice do you roll, and how do you determine success, or degrees of success? What are probabilities like? How easy is it for a starting character, for instance, to kill an average soldier in combat, or break down a door, or swim a raging river? How much variance can there be between capabilities for starting characters? How about between a starting character with some experience? Does it stay on the RNG?
I mean, Hell, you told me there are "attributes", but you didn't even tell me what they are!
Your posts on magic (I read both of them) are even worse. It seems like you're doing a "roll and match" system...but unmatched dice have negative consequences? Are you insane? You are seriously creating a system where having more dice is bad for you. Do you realize that?