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Messages - FaerieGodfather

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General Discussion / Re: Introduce Yourself!
« on: September 07, 2016, 03:06:18 AM »
Definitely sounds very interesting! Welcome back! Looking forward to see more from you. I've always wanted to try TMNT, but have never seen it anywhere.

The price on Amazon Marketplace temporarily spiked to over $60 when I bought a couple of copies for myself and friends, but it's back down to under $30. (Of course, I paid $12 and $6 for mine, so you might want to wait a little longer if cash is short.) Overall, I would not consider myself a fan of the Palladium system, but I've found a number of its concepts creeping into my simulacrum design-- particularly the notion that skill proficiencies give you more than just bonuses on skill checks.

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General Discussion / FaerieGodfather's Retro-Whatever
« on: September 06, 2016, 10:27:27 AM »
I've been working on this awhile, but not making any real progress. It was never intended to be a true "clone", as it was based on pieces of multiple versions of D&D, but as I have worked on it, it has encroached upon other "old school games". The original premise was to apply the systems of Player's Option to the simpler BECMI core, with a robust martial arts system modeled on Combat & Tactics and Dragonfist.

The basic features so far:
d20 System task resolution
Class-and-level, basic classes: Warrior, Rogue, Mage, Priest, Shaman
Race-as-class: Elf, Dwarf, Gnome, Dragonborn; twist my arm and you might get Halflings
Occupational and Racial Classes are customizable as Skills & Powers
AD&D multiclassing
Six saving throws (as 5e)
Saving throws increase with level; saving throw DCs do not, meaning saving throws get easier as you level
Ranked weapon, non-weapon, and "special" proficiencies; proficiencies grant mechanical bonuses a la Palladium

Combat:
Attack rolls are ability mod + proficiency bonus versus AC (no attack bonus per level); Fighters get +2 to hit with all attacks
Combat maneuvers per Rules Cyclopedia
Weapon proficiency bonuses by weapon group; weapon mastery built-in to proficiency system
Martial arts proficiencies that grant additional combat options
Action economy as 5e
Extra Attack as 5e; Warriors and Elves get one; Fighters and Dwarves get multiples

Magic:
Spell points
Spells lists a la Rolemaster with augmentable spells a la HARP (no spell prep)
Ritual magic (just vaguely D&D like, using rules from 3.5, 4e, and 5e)
"Encounter" magic via chi pool
Proficiency-based cantrips available to all classes
All classes have capacity for spellcasting

This is just the player-facing stuff for now. Planning on including rules for domain management and Immortality. Default setting based on Spelljammer with an OA twist. More racial classes for races I can't officially publish.

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General Discussion / Re: Introduce Yourself!
« on: September 06, 2016, 09:12:07 AM »
I'm Viktyr. I may or may have had an account here ages ago; I honestly do not recall. I'm a (so-far) unsuccessful author and game designer and I've been roleplaying since 1992, starting with AD&D 1e and Gamma World 2e. It was 1995 or 1996 before I understood that there were two different versions of AD&D and that my Rules Cyclopedia and Gazetteers were a different game. I switched to 2e in high school and also played a lot of Shadowrun. I picked up Alternity when it came out and the settings designed for it are still among my favorites today.

I got caught up in the 3e hype when it came out, and even switched to 3.5e when they released it three years later. I admit that I had a lot of fun with those rules, but it was a degenerate sort of fun based more in creating characters than playing them. I switched to HARP before 4e came out, to try to develop for it professionally, and acquired a stunning Rolemaster collection without ever really playing it. I never cottoned to 4e, even after they finally fixed my initial complaints-- in Player's Handbook 3-- and I've played enough 5e to understand that I wish I liked it better. I appreciate the fact that it plays more like TSR D&D than 3e and 4e do, but there's still too many of the design decisions I've found baffling or infuriating for me to really enjoy it.

I have a tortured relationship with D&D now, because it's the game I grew up on and the game that shaped my tastes, but all of the real D&D that exists-- as opposed to the D&D of my memories-- has either not enough options to hold my interest or entirely too much cruft for me to tolerate.

I read more games than I play, but I play a lot of Dresden Files/Fate and I'm currently running two Palladium TMNT games. I don't like the heavily narrative style of games, but I really like the way that games like Fate and Cortex+ make character motivations mechanically relevant. I'm currently working on my own D&D retro-whatever (it's not really a clone) and I'm amused to watch it incorporate material from other games as it develops. I'm also working on a novel, a kind of wuxia urban fantasy, and slowly percolating on ideas for a game system to represent it.

Thanks for welcoming me back. You'll be sick of me soon enough.

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