Jan 20, 2018, 10:47 PM

So I'm looking to go with a simplified version of the system from Adventures in Time and Space, an RPG for the Doctor Who universe, and am curious as to how people see/feel about stats, XP and such.

The basic system is Attribute + Skill (+any modifiers from Traits, which are like Merits and Flaws) vs. a difficulty number. In the dice system you roll 2 6-sided dice and add that in, too, but I'm probably yanking the dice. Firstly, when human max in anything is 6, 2 6-sided dice adds a HUGE element of chance. The best person on Earth would have an Attribute+Skill of 12, and since you can roll a 12, you could have someone with Att+Skill of, say, 5, beating the Best Person On Earth (TM).

I'm also wanting to speed things up and simplify, hence no dice.

You CAN spend Story Points to add +2 per SP you spend. Story Points come and go throughout play. So you can 'buy' a success, or improve on it. You can also at times 'buy' a failure to GAIN SP.

As I'm steering things as far away from PvP as possible, does this sound reasonable?

Second, no XP. Everyone starts with the same points. Spending points in certain ways in cgen can ADD points in places at a cost in another, so there will be fluctuation, but everyone has the same chance to have the same stuff. No XP, but you can rearrange a few points from time to time to allow your character to evolve and grow.

I know this will turn off a certain cross-section of players because they like XP and building up over time. There are also those who like to be a boss at everything. I'll lose them, and I couldn't care less about the latter, but I understand in the case of the former.

I'm just tired of who can kill who eating up so much time and energy as a Staffer. In advancement-based games, especially those with PvP elements, some people will always be stronger than others, and trying to deal with that drains me. I just want to tell stories, you know?

Thoughts? Feedback?