This seems like a generally good forum for that sort of thing, so here are the [counturl=78]rules (so far)[/counturl] and a [counturl=79]character sheet[/counturl].
[EDIT: And some [counturl=82]example characters[/counturl].]
As it says at the beginning of the rules doc, it's still short a lot of content, and the rules are fairly bare-bones, but I think there's enough stuff there to create characters (within a very narrow range) and run battles if you wanted to.
Potentially interesting system features include:
- Create your own custom spells and special attacks by combining numerous "techniques."
- "Peril" and "grace" resources provide unusual mechanisms for teamwork and help control the length of battles.
- Callings (somewhat analogous to D&D classes) add versatility in an area, but all techniques are theoretically accessible to all characters.
- Rough numerical parity between martial fighting and casting.
- Six primary attributes, of which 3 give direct or indirect benefits to martial fighting, 3 help with casting spells, and all have some defensive utility (Frank commented in another thread he liked the idea of a 6-attribute system but hadn't found one he liked, interested to hear his take on this one).
- NOT designed to be compatible with...well..anything.
For those who don't want to try to figure out all the balancing mechanisms just from the rules, here's a quick cheat sheet for how some of the less obvious mechanics are intended to be balanced:
- Spells take two actions (gather mana and cast); attacking takes one. Thus, spells get roughly twice the effect per success.
- Attacks use two rolls (finesse and damage); spells also use two rolls (gather mana and casting), just split across two rounds.
- Defending against an attack or a spell both (usually) involve using an attribute, a skill, and one type of damage resistance. Resisting a spell uses all at once, while defending against an attack splits them across two rolls, but you still have the same number and types of variables affecting your overall defense.
- Weapon bonuses boosting magical skills take double the proficiency points of those boosting martial skills, because proficiency points can be adjusted every round, so casters can devote 100% to gather mana this round then 100% to casting next round, while fighters must split between finesse and damage each round.
- STR, DEX, and VIT are to martial fighting roughly what ART, WIL, and SPR are to magic, respectively.
- No attributes or skills directly affect damage resistances, but you can layer an unlimited amount of armor for full bonuses, so the amount of armor you can wear (and therefore your damage resistance) is ultimately limited mainly by the amount of weight (for physical armor) and essence (for magical armor) you can manage, which are dependent on your STR + armor skill and ART + artifacts skill, respectively.
I'd particularly like to know:
- Based on this document, do you feel like you understand the system well enough to actually use it?
- Are there any major/obvious balance issues?
- Does this seem like too much stuff to keep track of, or do you think it's reasonable?
- Does the suggested shorthand look helpful, or just confusing?
- The current technique lists are sorted by skill rank requirement and mostly avoid shorthand. Would they be better using shorthand? Would they be better sorted by technique function instead of by rank requirement? Would it be useful to have more than one version of the list? Or should I just dump them all into an Excel spreadsheet so you can sort and filter however you want, but it might not be so printer-friendly?
- Is using this many bulleted lists in a forum post a bad idea?
Thanks, everyone, for your time and feedback.