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Should Iridium V2 be Iridium Lite?

Started by HinterWelt, March 27, 2008, 02:18:01 AM

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HinterWelt

O.k. I do not know if anyone is up for this but let's try.

I am thinking of using Iridium Lite for the Second Ed. Iridium System.

You can download both off our store here:
ISCR

Iridium Lite

Quick Summary:
Iridium Lite: Stats 1-10, no classes or levels, skill chance = stat + skill rank + Aptitude, Aptitudes range from 1-6, Hit locations, Free Form Magic only, About 6 pages to describe everything from character creation to combat

Iridium Standard:
Stats: 1-20, classes and levels, Stats indirectly mod skills, Skill success based on Rank progression + stat mod, hit locations, about 66 pages

I appreciate that this may not be a simple task but please feel free to ask any questions that might clarify the distinctions.

Thanks,
Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

Rob Lang

Having a rules light version is always a nice idea to allow those people who don't like crunchy mechanics to enjoy the setting. Is vesion 2 the right term for it? When I hear version 2, I think "Oooh, like version 1 but with problems ironed out, some better graphics, a few more player/GM aids", not really a full rewrite. I'd not call it version 2, I'd just call it Iridium Lite.

How much of the setting/equipment will need to change? Is it still compatible with old source books?

Silverlion

I think I prefer Iridium lite myself, although you might make spend a few more pages on magic, skill use, etc than you normally would if that variant of the system becomes default.

Then again I (and my groups) tend to prefer lighter rules systems that can cover what we need and get out of the way easily.

I'm not a huge fan of classes and levels anyway. (I like True 20, and I liked d20 Modern, and still like Tunnels & Trolls and Basic D&D, but those are specific instances that work for their aims.)
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Sean


HinterWelt

Quote from: Rob LangHaving a rules light version is always a nice idea to allow those people who don't like crunchy mechanics to enjoy the setting. Is vesion 2 the right term for it? When I hear version 2, I think "Oooh, like version 1 but with problems ironed out, some better graphics, a few more player/GM aids", not really a full rewrite. I'd not call it version 2, I'd just call it Iridium Lite.

How much of the setting/equipment will need to change? Is it still compatible with old source books?
This is the freaky weird point I have tried to make to people for years, simply, that the dice you roll aren't that critical. However, it does seem to matter to some folks, just not me. ;)

Let me explain. On the surface, Iridium and Iridium Lite look like radically different games. IL is all d20 based. Iridium Standard uses d20 for combat and percentiles for skills. Just this one alteration tends to make people think it is a radically different system...until they play them. In play these games are very similar. We just took the percentiles and divided by 5...which i have been saying for years to people who wanted a "unified mechanic". You loose some of the finer points of progression but overall it plays real similar.

So, yes, equipment and armor and weapons are the same. I have a conversion for Iridium Standard to IL already made up and it is not too painful.

Thanks,
Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

HinterWelt

Quote from: SilverlionI think I prefer Iridium lite myself, although you might make spend a few more pages on magic, skill use, etc than you normally would if that variant of the system becomes default.

Then again I (and my groups) tend to prefer lighter rules systems that can cover what we need and get out of the way easily.

I'm not a huge fan of classes and levels anyway. (I like True 20, and I liked d20 Modern, and still like Tunnels & Trolls and Basic D&D, but those are specific instances that work for their aims.)
Message received. I will look into that if we go this way. Normally, I cover that kind of thing in the setting info since I have been doing a lot of specific "effects" there;i.e. squirrel magic vs shaolin squirrel magic vs squirrel pirate magic vs super powers.

Thanks,
Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

flyingmice

Quote from: HinterWeltThis is the freaky weird point I have tried to make to people for years, simply, that the dice you roll aren't that critical. However, it does seem to matter to some folks, just not me. ;)

Exactly. You can run my games with percentiles, dice pools, d20, 3d6, 4d6-4, variable numbers of dice, or even diceless. The dice mechanic is really the least important aspect of a system.

Use what TR system pleases you, Bill. There are just as many people who like crunchy systems as like light systems.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

HinterWelt

Quote from: flyingmiceExactly. You can run my games with percentiles, dice pools, d20, 3d6, 4d6-4, variable numbers of dice, or even diceless. The dice mechanic is really the least important aspect of a system.

-clash
Well, to go with this and point out why I am considering IL, it is because of a simplified skill mechanic. In Standard you have the progression of 40, 60, 70,75,80,82,84,...90,91,92,....100, 100.1. So, nice diminishing returns curve. With IL, you have Stat (1-10) + Aptitude (1-6) + Skill (1-5). Skills are the most likely to change with stats prohibitively expensive and Aptitudes not changing at all. You add them and roll under. However, I have been tempted by making it a TN system when you roll a d20 and add the total. This would give a max of 41 and a min of 22. However, I could then open up skills to be open ended and stats to support above 10 handling some racial mods better.

As well, I am considering thsi system for some of the reasons you mention Clash. With IL it is much more intuitive to have a dice pool, % and all those variations.

Also, it is the who "unified mechanic" aspect. With this, I could have a to hit target number that is simply 22+Defense giving a range of 23-42...alternatively, I could start this at 20 then the range would be 21 to 40 with races above 10 in stats going as his as we want.

Things that would keep it Iridium...EXP system, Hit Locations, Skill lists, Stat based mods/defense.

Thanks,
Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

flyingmice

Quote from: HinterWeltWell, to go with this and point out why I am considering IL, it is because of a simplified skill mechanic. In Standard you have the progression of 40, 60, 70,75,80,82,84,...90,91,92,....100, 100.1. So, nice diminishing returns curve. With IL, you have Stat (1-10) + Aptitude (1-6) + Skill (1-5). Skills are the most likely to change with stats prohibitively expensive and Aptitudes not changing at all. You add them and roll under. However, I have been tempted by making it a TN system when you roll a d20 and add the total. This would give a max of 41 and a min of 22. However, I could then open up skills to be open ended and stats to support above 10 handling some racial mods better.

As well, I am considering thsi system for some of the reasons you mention Clash. With IL it is much more intuitive to have a dice pool, % and all those variations.

Also, it is the who "unified mechanic" aspect. With this, I could have a to hit target number that is simply 22+Defense giving a range of 23-42...alternatively, I could start this at 20 then the range would be 21 to 40 with races above 10 in stats going as his as we want.

Things that would keep it Iridium...EXP system, Hit Locations, Skill lists, Stat based mods/defense.

Thanks,
Bill

It looks like IL is more flexible, so I would go with IL. You can always add the EXP system etc. in a different, less hardcoded way.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

HinterWelt

The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

flyingmice

Quote from: HinterWeltDo you think it is too "D20"?

Bill

No. It's a nice system, and I'm not too fond of D20. :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT