Philsys Revisions!
Posted: Tue Apr 12, 2005 3:28 pm
Editting this into the first post for the convienance of others - Idran
Current changes so far
For those of you still using or who still want to use Philsys, I have a short list of things I want to address regarding potential minor fixes to the system for balance issues and whatnot:
Philsys: What's 'Wrong' Here? A List of Suggestions and Objectives
Goals:
<ul>To create a system that is flexible.</ul>
<ul>There are other goals, but I don't feel like listing them all right now.</ul>
Current Flaws:
<ul>Over-reliance on Gamemaster intervention in character creation and development.</ul>
<ul>Possible disparity between mage characters and physical attackers in terms of damage potential. Do some mathematical calculations to see how this works out.</ul>
Potential Corrections:
<ul>Multiple attacks. Divide weapons into light, medium, and heavy. Extra attacks are gained at 8/10/12 or 8/12/14, do some math</ul>
<ul>Skill level cap = base stats + 6 instead of the d6 roll.</ul>
<ul>Consider combining DEX and AGI into one stat. Reduce stat points to 18 at 1st level</ul>
<ul>Barefist base damage is equal to Rank+STR+1d6/Rank+STR*2+2d6.</ul>
<ul>A more comprehensive (and potentially limited, but still expansive) standardized list of skills.</ul>
<ul>Formulae for creating techs that picks up where the spellbook left off.</ul>
</li>
My current "absolute recommendations" as opposed to "what do you think we should do heres" are the extra attacks thing at 8/12/14 (I did the math, I'm C&Ping from my notes from a couple months ago) and the combination of DEX and AGI into one stat (simply called DEX). For existing characters, this means add DEX to AGI and then subtract three points from your character's overall attributes (the subtract three points thing I'm willing to negotiate on if someone has a better idea). Any skills that referred previously to one or the other now simply refer to the unified DEX stat.
While we're on the subject, what do people think of these ideas, and does anyone actually want to work on some of the suggestions/problems? If you want a thorough explanation as to what I might think is a good idea or what direction something should be taken in, or why I decided some of the things that I suggest to be changed should be changed, ask!
Edit: When I say 8/12/14, I mean one extra attack every 8/12/14 skill ranks for light/medium/heavy weapons respectively. An example of a light weapon is a dagger or rapier. A medium weapon is a longsword or hand axe. A heavy weapon is a greataxe, warhammer, or halberd. <p><EZCODE>
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</p>Edited by: <A>Idran1701[/url] at: 3/20/06 13:59
Current changes so far
For those of you still using or who still want to use Philsys, I have a short list of things I want to address regarding potential minor fixes to the system for balance issues and whatnot:
Philsys: What's 'Wrong' Here? A List of Suggestions and Objectives
Goals:
<ul>To create a system that is flexible.</ul>
<ul>There are other goals, but I don't feel like listing them all right now.</ul>
Current Flaws:
<ul>Over-reliance on Gamemaster intervention in character creation and development.</ul>
<ul>Possible disparity between mage characters and physical attackers in terms of damage potential. Do some mathematical calculations to see how this works out.</ul>
Potential Corrections:
<ul>Multiple attacks. Divide weapons into light, medium, and heavy. Extra attacks are gained at 8/10/12 or 8/12/14, do some math</ul>
<ul>Skill level cap = base stats + 6 instead of the d6 roll.</ul>
<ul>Consider combining DEX and AGI into one stat. Reduce stat points to 18 at 1st level</ul>
<ul>Barefist base damage is equal to Rank+STR+1d6/Rank+STR*2+2d6.</ul>
<ul>A more comprehensive (and potentially limited, but still expansive) standardized list of skills.</ul>
<ul>Formulae for creating techs that picks up where the spellbook left off.</ul>
</li>
My current "absolute recommendations" as opposed to "what do you think we should do heres" are the extra attacks thing at 8/12/14 (I did the math, I'm C&Ping from my notes from a couple months ago) and the combination of DEX and AGI into one stat (simply called DEX). For existing characters, this means add DEX to AGI and then subtract three points from your character's overall attributes (the subtract three points thing I'm willing to negotiate on if someone has a better idea). Any skills that referred previously to one or the other now simply refer to the unified DEX stat.
While we're on the subject, what do people think of these ideas, and does anyone actually want to work on some of the suggestions/problems? If you want a thorough explanation as to what I might think is a good idea or what direction something should be taken in, or why I decided some of the things that I suggest to be changed should be changed, ask!
Edit: When I say 8/12/14, I mean one extra attack every 8/12/14 skill ranks for light/medium/heavy weapons respectively. An example of a light weapon is a dagger or rapier. A medium weapon is a longsword or hand axe. A heavy weapon is a greataxe, warhammer, or halberd. <p><EZCODE>
<EZCODE><EZCODE><div><EZCODE><EZCODE></div><EZCODE>
</p>Edited by: <A>Idran1701[/url] at: 3/20/06 13:59