About day…. 4? I think it’s about that, you know, trying to change the world. Well, not the world I guess. But making the perfect pen & paper RPG, but in the Star Wars universe.
After spending the first couple of days (re)learning the mechanics and flow, and generally the inner workings of the original godfather, D&D, and making countless notes about the minute details of character creation, I’ve come to realize that the scale of what I envision in my mind compared to what it’s in text are vastly different. In my mind, I want to strip away a lot of the odd (and painful) skills and crazy details that make up the world of Dungeons and Dragons. The dilemma however, is where do I draw the line. What becomes not enough detail to the point of too much?
I think the aforementioned case is to be determined by the group at hand. From what I gather, our group will be based of guys that have a soft spot for Star Wars, a vague idea of imagination, and in turn, a bunch of bandits that will likely need a swift boot in the behind, more often than not.
So, my first piece of business is to simplify character creation in a few regards.
– Strip away alignments, backgrounds and obligations and rather put that into the story and essentially create that for them and give them the purpose as to how they got themselves into whatever predicament they’re in.
– Removal of the Wisdom ability and replacing with Presence (Force ability)
– Simplification of the class system (yet to decide)
– Removal of the safety net of the PHB (Player’s handbook) and create actual reference cards.
I’m thinking this will be a lot easier said than done, but the more I think about it, the more daunting task it becomes. My ideology of these reference cards is that the players will be able to actually see what they are holding on their character at all times. I believe this hindered us a bit because we were constantly looking up terms and parameters of each skill and piece of equipment; it got to be frustrating.
The ideal plan is to have a concise character sheet that better outlines every possible skill (thus the need to remove and simply the vast category of all skills), put them under their proper ability, noting if they’re passive or active.
Then, having a separate class sheet that basically has some sort of skill-tree or the like, but I haven’t decided how I want to handle them just yet, that’s a tomorrow thing, or beyond.
The main big change will be the equipment, items, and materials which will be represented by cards which will (hopefully) have a picture, and all the important information on it. For instance, a standard Imperial Stormtrooper blaster would hold the range of the weapon in terms of feet, damage in terms of dice (ie. 1d8 + dexterity modifer), the weight of the weapon in pounds, referring to the weapon as a light weapon. Also, the cost of the weapon and its rarity.
Doing this foot work will cut down on the need to reference the PHB and possibly educate the players and get them more familiar with everything at their disposal.
Tomorrow I’m going to start on the crazy task on reviewing all of the possible skills, feats and bonuses and try to make a master list of sorts and combine things to boarder categories.
Can you tell isolating is making me ambitious AF?