quote:
Originally posted by Karsa Orlong:
Some random thoughts:
What i think will be a big issue for a Malazan-rpg is to match the powerlevels. I think combat should be fast and gritty, in other words: deadly. On the other hand you'll have those characters who are almost impossible to kill (for example Anomander Rake). So how will we model that?
Then there is magic. Another very difficult topic. I think it should not be possible for a normal character to wield more than one Warren. And how will power-increase work. I am not particularly fond of levels (like in D&D) i think it should be a more flowing increase (for example: points to distribute like in WW-games or in the 7th Sea game from Alderac)
Well, I agree - Combat and magic is the flesh and bones of almost any RPG, the rest is just that...roleplaying.
Combat should be fast and gritty yes, and extremely deadly - if you are familiar with the Shadowrun system for damage, I would seriously opt for something like that. Wounds range on a scale from 1-10, beginning with a light wound, giving you a -1 on all rolls, medium would gives you a -2, serious a -3 and deadly, well, means just that. With a D6 system, that is serious business, as -1 is a BIG minus - you get wounded, you better be very, very good, or a very, very fast runner.
Hard to kill characters should probably be very hard to wound...having high resistance values to all kinds of damage. Shadowrun plays with open-ended dice rolls, making it possible, but still unlikely, to wound characters with high resistances. This could be offset by special abilities for ascendants..skills, perks, whatever you wish to call them.
Magic and warrens - well, again, the shadowrun system does the channeling magic bit brilliantly, making it dangerous to mess with stuff to high level for you, but still possible. Pump to much energy into a spell, you might just be fried chicken yourself afterwards.
and yes, points work pretty well in this regard.
Normally in Shadowun, you have two different wound charts, a physical, and a stun damage chart, where normal spells can do stun damage (still giving the -1 and so forth if hurt) and overpowered spells, go directly into the physical hurt chart.
Just an idea, but hey, we work with what we know the best, right? :-)