Re: Current Projects
For the time being I will just list the projects I have relating to table-top gaming. Most of my projects have two running themes: heavy character personalization and skill synergy. I like being able to make a character my own with more flexibility than I have encountered in other systems.
1) Final Fantasy RPG based on Returner's 3rd Edition refined to allow for Tactics style Jobs and abilities. Job changes and purchasing of Abilities with JP. Attempting to cover all major races of Ivalice with a wide gamut of Jobs and Abilities to flesh them out. Some liberties taken on what the Jobs can do to help keep them unique while still being flavorful and fluffy. Percentile rolls much like Returner are used while working to hone how values are derived to simplify some of the math involved. Skills will have synergy effects in and out of combat.
2) Miniatures game based on the above. Simple mechanics augmented by class abilities. A focus on achieving a Target Number on d10 rolls anytime dice is called for. Good progress made on this. Battle forces of up to 10 units (based on the campaign/mission/etc.) with unit cards to help track individual stats and HP/MP. This is my current active work in progress as I can pen most of the notes when I have a spare moment from work. Job change is not planned outside of prolonged campaigns.
3) Classless Technique-based RPG based around the techniques of Chrono Trigger. Yes, another video game inspired system, but this was my first JRPG and I thought it would be fun for a speedy play where the only thing that really matters is combat and story. Non-combat actions are determined more by the flow of the story and the GM rather than rolls. Major concept idea: Class - when the only thing that matter is how you kill something and take its stuff. No point in having a class as a limiter when you can customize your character to how you want to play them and kill stuff good. All skills affect combat by granting bonuses in one way or another.
4) RWBY (web series) RPG based on Earthdawn and other stepped dice rollers that are open-ended. The RWBY world seems like a place where limits are not really relevant due to Dust and Semblances, so I figured the open-ended system would work best here. The two major elements are Semblances and transforming weapons that are iconic to the series. Season 2 is due this July and information is somewhat limited outside the Wikia, but I am going more for a general concept rather than anything that fits canon. Level is determined more by total experience accumulated, but no established number at X amount. Skills are ranked with bonuses to determine how many and what dice are rolled vs a target number set by varying factors. Exceeding the target number by certain amounts (likely percentages) will step up the degree of success.
5) Tentatively titled "Iru" it is a world of my own creation with magic as well as moderate technology and a plethora of inhabitants. This is a world based off a Returner FFRPG game I ran way back in the 2nd edition that my players really liked, so I thought I would expand and develop it more. Always a work in progress. I have a magic system in the works that doesn't use many established "spells", but gives guidelines on working magic into desirable effects. Classes and levels likely not going to be used.
I think I will cut off there as this seems to be getting a little long. Feel free to ask me to elaborate on anything if you like. I can get long-winded, as if that wasn't obvious, as I am really bad about exposition. Or is it really good? I think I do the same thing with procrastination.