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  #1  
Old January 13th, 2008, 04:54 PM

LDiCesare LDiCesare is offline
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Default Re: RPG in dominons world

Why not use the dom rules to start with? They are explained very clearly, except maybe for morale, but you could do all combat with some d6.
This system looks overly complex to me (tactil perception != dexterity, different from other perceptions and agility, among others), and the site is a bit vague here and there. The weapon skills are many and specialised, so one couldn't change weapons the way any Dom super combatant does when you equip him with a sword instead of its spear for instance. An experienced spearman is totally useless with a sword or even a partisan under this system.
So this provides a list of skills, with a nice experience system for it. But the magic system should be reworked, so why not use the dom3 system as is? You only need to adapt the spell research system. Of course, dom system is combat oriented, and not as flexible as that described in this game, but I don't think it would be that hard to pick which magic school and path can be used to create an illusion.
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  #2  
Old January 13th, 2008, 05:26 PM
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Endoperez Endoperez is offline
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Default Re: RPG in dominons world

If we use anything based on Dominions system, advancement would be from items, not skills. Having a Katana or an Enchanted Sword instead of a Spear would give 2-to-3 point difference. There would have to be something non-mages could learn that did more than increase attack or defence.

Tricks like disarming or tripping (D&D-inspired, I know), or perhaps innate abilities like berserk or reinvigoration or luck.

Fatigue would also be a problem - unlike Dominions battles, ones the first guys go unconscious there's no one left to kill them.
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Old January 13th, 2008, 06:32 PM

Tyrian Tyrian is offline
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Default Re: RPG in dominons world

Dominions system is great for combat only. There isn't any skills systems. No evolution system (only 5 levels is short for a RPG). RPG isn't only combat.

So the dominions system is very inadapted in his actual state.

An advantage of the PFPV system is uniformity. All aspects are simply rule by skills. No strange system like D&D with many classes particularity, attack systems classe based, feats and so one.

The system only demand Two D6. For the caracteristics number, it is a good way to simulate racial and sex differences.

For the combat system, an experienced warrior must have skills in many weapons, and it isn't hard to obtain. The weapons skills haven't a hight difficulty, so evolution in these skills are quick. And it is logical than a specialized warrior aren't good with weapons wich he never uses. Futhermore, some skills can be altered, a system in a RPG is rarely without modification by the GM

For the dom magic system, it has a flow for a RPG: mage can't evoluate without massive vis ( Endoperez) quantity.
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Old January 13th, 2008, 07:04 PM

quantum_mechani quantum_mechani is offline
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Default Re: RPG in dominons world

For adding the skill part of a dominions RPG, I'd consider using an adaptation of this rule set that's in development:
Foresight

As far as I can tell it looks open to the public for play testing.
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Old January 13th, 2008, 08:59 PM

Zeldor Zeldor is offline
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Default Re: RPG in dominons world

But how does it all go with copyright issues and so on? Dominions is based on mythology and so on but I still think it has some copyrighted things.
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Old January 14th, 2008, 05:41 AM
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Default Re: RPG in dominons world

We would have to ask Shrapnel Games' permission before when we start writing down things like racial descriptions and such.
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