What RPG SYSTEM do you want to play on a Mu*?
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@SG Should have reminded them that d6 scales that way so when you level up enough, you can multi-action and do other cool things while climbing.
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@Jennkryst IKR? I do love how their vehicle scaling worked in that game. And multi action penalties were a cool way of doing things.
My favourite story about the multi action penalties was from a table top session where a jedi character saw a bad guy and wanted to attack him with his lightsabre on the first round. So he wanted to draw his LS(-1d), activate lightsaber combat(-2d for Sense and Control rolls), run across the room(-1d running check to make the distance) Jump over the guy's computer console(-1d), and then attack him(one action is free.) for a total of -5d. Well, he drew his LS no problem, ran over no problem, even jumped with all the penalties. He failed to activate Light Saber Combat, so he didn't get the swanky bonuses. His attack roll failed by so much he hit himself with his lightsabre and cut off his own leg with the thing, a scene which I think really should have made the prequels somewhere during the youngling scene.
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Cortex, I would prefer regular Cortex to Cortex+ but I like them both.
I really like the way Cortex handles skills really appeals to me. (d4 and d6 are really basic skill such as firearms but then to get to a d8 or higher you have to specialize but you can specialize in multiple things. For example you could have science d6, biology d8 chemistry d10 for example. -
@SG said in What RPG SYSTEM do you want to play on a Mu*?:
@Jennkryst IKR? I do love how their vehicle scaling worked in that game. And multi action penalties were a cool way of doing things.
My favourite story about the multi action penalties was from a table top session where a jedi character saw a bad guy and wanted to attack him with his lightsabre on the first round. So he wanted to draw his LS(-1d), activate lightsaber combat(-2d for Sense and Control rolls), run across the room(-1d running check to make the distance) Jump over the guy's computer console(-1d), and then attack him(one action is free.) for a total of -5d. Well, he drew his LS no problem, ran over no problem, even jumped with all the penalties. He failed to activate Light Saber Combat, so he didn't get the swanky bonuses. His attack roll failed by so much he hit himself with his lightsabre and cut off his own leg with the thing, a scene which I think really should have made the prequels somewhere during the youngling scene.
I would want to play in that game...
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WEG is, oddly, the reason the EU got weird. Everything in the films had to have their own backstories. But this is a debate for another place...
WEG or Cortex could work, I SUPPOSE. I'm odd, in that I want the system in place to both be fair (pre-and post-chargen-wise), but I also want the rules to have the same FEEL of the setting.
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I definitely feel that he system and setting should match up with the same feel but since setting wasn't mentioned really in the initial question I went with the system I most want to play more of.
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I've been running a Numenera Campaign for the past month. I Would be amused to see such a thing in the Community.
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@BobGoblin Numenera is fascinating.
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It really is. Running the game has been a blast, the core mechanics are straightforward enough to dive in and the world/setting lend itself to true adventures. It can be dark and gritty or light hearted and goofy pending the mood of the GM.
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I have outlines in my head about how I'd code a The Strange setting, as I think it's more approachable than Numernera. But yes, I like the system and would love to play it.
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- Atomic Robo RPG
- Apocalypse World
- Dungeon World
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Another reason I really like Eclipse Phase? You start with a pile of XP. Everyone starts with the same pile. This XP is used to raise everything, and the rate you spend it is the same after chargen as it is before chargen.
My issue with this is that this XP is also spent on other, non-permanent things. Which is why I want a way, not unlike SR5, where you can spend XP on cash for gear, or spend cash for XP. OR. Pile of XP, and Pile of cash.
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Somebody brought up Legend of the Five Rings on another thread. Yes, please.
Also, does anyone remember the old Marvel RPG where your stats had awesome names like AMAZING! and INCREDIBLE! and (deep voice) SHIFT-X. That would be pretty fun.
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FASERIP Marvel.
I've long thought the system is exactly at the 'sweet spot' for online use. Fast, simple, easy to intuit, nearly infinitely moddable and on an online game, even having your luck pool and experience pool be the same thing makes more sense and lets you hand out Karma on a weekly basis knowing many people will use a good chunk on it to succeed at something immediate as well as saving some up.
It's also setting agnostic, if you change the granularity of the stats.
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@Collective I'm also a huge fan of FASERIP. I have 2 game ideas I'm looking to explore, one of them being an OC superhero game and I'm leaning heavily towards FASERIP for that (and Savage Worlds for the other). My one fear is that FASERIP may be so tied to Marvel that people might not be able to wrap their heads around using them for other types of characters. Maybe I'll open another thread to discuss it.
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@ThatGuyThere said in What RPG SYSTEM do you want to play on a Mu*?:
I definitely feel that he system and setting should match up with the same feel but since setting wasn't mentioned really in the initial question I went with the system I most want to play more of.
I'm the opposite of this. On a Mu*, I want simple mechanics that makes for quick resolution and doesn't distract from role-playing. As long as one can do stuff in general easily, doesn't have to be tailored to a setting for me. Too many rules or additions or splats and it's inevitable that every fight scene/action sequences/multitude of dice rolls gets bogged down at one point by rules discussion ... And usually both sides are valid with certain interpretation but neither wants to buckle. Some might arguing the room for interpretation is a sign of bad system design; I firmly believe no system can account for every plausibility and that is left in the hands of the story teller/plot runner/gm/whatever.
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I want something with more than yes/no results.
I personally enjoy games that carry the flavor of the setting or play style in how things are named, and what is detailed.
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@Lotherio said in What RPG SYSTEM do you want to play on a Mu*?:
I'm the opposite of this. On a Mu*, I want simple mechanics that makes for quick resolution and doesn't distract from role-playing.
That was basically the driving force behind FS3. There are many game systems that I love to play tabletop with, but none of them seemed very well-suited for the type of conflict resolution you usually find on MU*s. I wanted something that was just simple... hence Farday's Simple Skill System (FS3). Of course, simplicity has its down-sides too. I don't claim it is a perfect system, by any stretch, but it was one designed specifically with MU*s in mind.
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@Lotherio said in What RPG SYSTEM do you want to play on a Mu*?:
On a Mu*, I want simple mechanics that makes for quick resolution and doesn't distract from role-playing.
I don't mind simple to use as long as there is enough meat to it to make the system worthwhile interacting with. For example FS3 while simple to use also has enough depth to feel like choices made in building a character matter.
But then I am also a heretic that puts the G on equal footing as the RP even on MUs. -
I'm a huge fan of the Shadowrun 3rd Edition system for most anything modern and future, but I don't know how well it would work on a MU*. For a MU*, I'm a big fan of Ares.
@Three-Eyed-Crow said in What RPG SYSTEM do you want to play on a Mu*?:
I keep vaguely wanting to run a small group online TT with the "Leverage" RPG system
I've actually been using the (to my mind) key component from the Leverage RPG system on Fires of Hope: Flashbacks. No more huge planning scene that takes 3+ hours away from the execution of the plan. Instead the group gets 30ish RL minutes to come up with a basic plan, and then we start in. During the execution, every character gets one Flashback where they can flash back to a previous time where their character did legwork or pre-planning or whatever to help with whatever obstacle is in front of them.
//Example: The group is stealing starfighters from a repair yard. They sneak up to the fence, but find out that it's humming slightly -- yup it's electrified. One of the characters uses their Flashback to have, the night before, gone in and set a small charge on the generator running the fence. The roll Mechanics, pose having set the charge "earlier," and then pose setting the charge off. Pop, fence is no longer electrified, the insertion can continue.//