So I'd really love to run a Halo RPG game but I have a problem! There is no Halo RPG game (that I can find, even if there is I like the idea of making my own system). I want the players to be playing Spartan-IIs just before the events of 2552.
I'd love some help and ideas of how to build the system. I want to use a class-less system and most stuff is going to be based around 'skills'; I've only ever played Pathfinder, so that's what I'm most familiar with and as such you might notice it gives me some "inspiration" (Read: I'll plagiarise a little).
I'm wondering what kind of different weapon-based categories I should have. There's long-ranged weapons, ordnance weapons, mid-range weapons, short-ranged weapons, melee weapons and more but even within these categories there are so many choices! Ordnance might include rocket launchers and brute launchers, but these are two very different weapons with very different feels. I thought about doing away with weapon category skills all together and instead going for things like "Accuracy" and "Finesse", but someone accurate at 100 meters with a DMR might be crap with the same weapon when someone's a few feet away.
Someone moving at 5mph to the side at 100 meters is a change of 1.4 degrees per second, but 5mph to the side at 5 meters away means a 25.8 degree turn. Up close and personal with any weapon goes differently to at range with the exact same weapon.
And again, someone might be an absolutely amazing sniper over a matter of miles, but someone 50 meters away might be a different ball-game altogether. This is part of the reason why I began to move away from things like 'accuracy'... But I'm thinking that perhaps we do this: We have skills like Mid-Range and Close-Range. Someone using a DMR at close-range (Mid-range rifle at close-range) would take the average of these two skills. So you might have a +10 to Mid-Range and just a +2 to Close-Range but using a Mid-Range weapon in Close-Range would mean you get a +6.
Any suggestions? I want it to be a good system which takes into account these things without going too overboard like 3.5 and having seventeen different kinds of perception.
This is basically construction of the combat system for now.
I'd love some help and ideas of how to build the system. I want to use a class-less system and most stuff is going to be based around 'skills'; I've only ever played Pathfinder, so that's what I'm most familiar with and as such you might notice it gives me some "inspiration" (Read: I'll plagiarise a little).
I'm wondering what kind of different weapon-based categories I should have. There's long-ranged weapons, ordnance weapons, mid-range weapons, short-ranged weapons, melee weapons and more but even within these categories there are so many choices! Ordnance might include rocket launchers and brute launchers, but these are two very different weapons with very different feels. I thought about doing away with weapon category skills all together and instead going for things like "Accuracy" and "Finesse", but someone accurate at 100 meters with a DMR might be crap with the same weapon when someone's a few feet away.
Someone moving at 5mph to the side at 100 meters is a change of 1.4 degrees per second, but 5mph to the side at 5 meters away means a 25.8 degree turn. Up close and personal with any weapon goes differently to at range with the exact same weapon.
And again, someone might be an absolutely amazing sniper over a matter of miles, but someone 50 meters away might be a different ball-game altogether. This is part of the reason why I began to move away from things like 'accuracy'... But I'm thinking that perhaps we do this: We have skills like Mid-Range and Close-Range. Someone using a DMR at close-range (Mid-range rifle at close-range) would take the average of these two skills. So you might have a +10 to Mid-Range and just a +2 to Close-Range but using a Mid-Range weapon in Close-Range would mean you get a +6.
Any suggestions? I want it to be a good system which takes into account these things without going too overboard like 3.5 and having seventeen different kinds of perception.
This is basically construction of the combat system for now.