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Pathbreaker - musings of an amateur game designer
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<blockquote data-quote="Lord Mhoram" data-source="post: 8592123" data-attributes="member: 4789"><p>I've always like the D&D fantasy - the genre it emulates being D&D (through editions) but until 3rd came out, I was not really into system design, or seeing how things behind it went for D&D. However in 1985 I was introduced to HERO system which became my primary system for 30+ years. I loved how the power system worked, how you could use advantages and limitations and whatnot. Then I started trying to reverse engineer how they come up with some of the powers (like the fact armor was just normal defense with a +1/2 advantage to it). I had build classes and tinkered some in first edition, but finding HERO really pushed me into that direction. </p><p>However it did something else too - the freedom of point based design. Here was a game that I could build to just about any concept I wanted... sure some were too expensive, but that was just a quirk of the system, not a hard stop. I was reading the 3.0 PH because, having skipped 2nd edition due to playing HERO exclusively at that time, and had a hankering for some "good ol D&D" but didn't want to go back to 1st ed. So while I was reading it (and noticing some stuff that reminded me of rolemaster in a good way), I got to how levels classes and multiclassing worked, and that sold me.</p><p>I had never leaned into "class fantasy" and never really like niche protection, so here is this idea that a character could take levels in lots of different classes to tell his character story, and the system supported it. I realized fairly early on that this system had major issues with spellcasters, but that was later.</p><p>So with that in mind, and the fact that I looked at a class level as nothing more than a package of special abilities and numbers (saves, BAB ect), I dived in.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 8592123, member: 4789"] I've always like the D&D fantasy - the genre it emulates being D&D (through editions) but until 3rd came out, I was not really into system design, or seeing how things behind it went for D&D. However in 1985 I was introduced to HERO system which became my primary system for 30+ years. I loved how the power system worked, how you could use advantages and limitations and whatnot. Then I started trying to reverse engineer how they come up with some of the powers (like the fact armor was just normal defense with a +1/2 advantage to it). I had build classes and tinkered some in first edition, but finding HERO really pushed me into that direction. However it did something else too - the freedom of point based design. Here was a game that I could build to just about any concept I wanted... sure some were too expensive, but that was just a quirk of the system, not a hard stop. I was reading the 3.0 PH because, having skipped 2nd edition due to playing HERO exclusively at that time, and had a hankering for some "good ol D&D" but didn't want to go back to 1st ed. So while I was reading it (and noticing some stuff that reminded me of rolemaster in a good way), I got to how levels classes and multiclassing worked, and that sold me. I had never leaned into "class fantasy" and never really like niche protection, so here is this idea that a character could take levels in lots of different classes to tell his character story, and the system supported it. I realized fairly early on that this system had major issues with spellcasters, but that was later. So with that in mind, and the fact that I looked at a class level as nothing more than a package of special abilities and numbers (saves, BAB ect), I dived in. [/QUOTE]
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