Home / HomePage / Reference System

Reference System


The idea is to create a scalable RPG system. It should have a framework of a few fundamentals, and deliberately provide options for each major system so that the degree of reality can be turned up or down. The goal is to handle various degrees of 'genre conventions' better than existing 'universal' RPGs which are too tied down to a particular interpretation of reality.

Framework pieces:

The general format is a points-based system, with options, or 'modules' for each major section. Each campaign could conceivably run very differently because different choices were made (difficult, but possible, I think). However, each would use the same framework, and therefore allow the same terminology to be used.

Common skill resolution:

Need to decide most common roll type - 3d6, d20, 2d6, d% - something odd like 2d12? Will also affect things like average attribute number.

Characteristics:

Akin to Champions - ~5 primary characteristics with a set base and varying costs. An equal number of derived attributes with bases calculated from the first set, and varying costs to adjust.

Attribute
Base
Cost
Strength (STR)
10

Dexterity (DEX)
10

Intelligence (INT)
10

Constitution (CON)
10

Appearance (APP)
10

Endurance (END)
(STR+DEX+CON)/3

Education (EDU)
INT/2+5

Charisma (CHA)
APP/2+5

Hit Points (HP)
CON/2+((STR+DEX)/4)


Optional Attributes:
  • Spirit (only needed in settings where magic/spitualisim exist) (10)
  • Mana (only needed if magic takes power not related to the physical body) ((SPR+CON)/2)

GM Options: The GM will need to determine how much lattitude to allow characters in adjusting derived attributes. Also, most campaigns should charge more for raising a characteristic after creation. The multiplyer, and which attributes it applies to will decide a lot of the feel of the campaign.

Combat:




     RSS of this page