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Reducing Amber: Essentials

Started by Levi Kornelsen, June 26, 2008, 01:20:42 AM

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Sargon

if you do strip out the "greater powers" ( trump, logrus, and pattern), you either need to nerf sorcery or increase it's cost.  The big reason why it's only 15 point is that it can't stand up to the "real" powers.   Personally I've always wanted to do the oppisite of what some other people want to do.  I've wanted to use the adrpg system instead of d20 once characters hit epic levels.
"Uncle Sargon, how can I traverse shadow the "royal way?"
"It's easy, instead of riding your usual mount you ride Flora.  Just remember that others have been there first, lots of others...."

Nihilistic Mind

Quote from: Sargon;222047I've wanted to use the adrpg system instead of d20 once characters hit epic levels.

That makes a lot of sense to me.
Running:
Dungeon Crawl Classics (influences: Elric vs. Mythos, Darkest Dungeon, Castlevania).
DCC In Space!
Star Wars with homemade ruleset (Roll&Keep type system).

Abrojo

indeed it does. Plus at that point the characters will probably have a decent amount of npc connections to do some good plotting amber style.
 

finarvyn

#18
Quote from: Levi Kornelsen;221910The game that comes out the other end is looking more like it'll be "inspired by Amber" rather than "Amber lite".
Well ... yeah. :confused:

Of course you can't have Amber and you can't use Powers specific to Amber without getting permission to do it from the estate.

I thought that the whole point of the exercize was to reduce the game system to its essentials so that it could be used for other genres, not to create "Amber Lite".

"Amber Lite" is a lot easier.
1. Get rid of Shadow Knight and stick to the core rulebook.
2. Pre-determine an attribute scale so as to trim out the auction. Perhaps make use of the 1-2-4-8-16... sequence to set up the rungs of the ladder.
3. Get rid of Advanced and Exalted Powers and stick to the basic ones.
4. Erick is quite wordy as he explains how to resolve confllicts. Get rid of most of his text and focus on the key points.
5. In the same way, item creation becomes a series of simple charts rather than paragraphs. Stick to the 1-2-4-8-16 model for numbers.
6. Select a single version of each Elder rather than a choice of three.

There's probably more to it, but I'd have to think about it for a bit. The ADRP core rulebook is something like 250 pages. I'd trim it down to about 30-40 to make "Amber Lite."

Is that what you have in mind?
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975