RulesGeneralSpit

Rules (Spitball) -> General



General Rules Information (Spitball)
In this section we will put general information about the rules involved in making our world a playable experience. For now the focus should be geared toward setting related decisions, but this section will be lighting up soon.

D&D Next
The easiest choice for rules will be those set down by WoTC in the playtest. These rules will limit certain choices in the campaign setting unless we modify them.

Whitefennec (talk) 17:26, May 27, 2013 (UTC)

GURPS
GURPS would work well for modularly creating the entire rules sytem for the setting. It would allow for a great deal of freedom in creative setting design, but the learning curve for players will likely be much steeper.

--Whitefennec (talk) 17:26, May 27, 2013 (UTC)

I'm leaning in the direction of GURPS unless we decide to use a fairly standard sort of fantasy setting. It will be most addaptable to custom situations that fall outside the standard fantasy elements. I believe with the proper application of templates and the use of this wiki to offer a more refined selection of options, the learning curve for players should be less problematic.

--Whitefennec (talk) 03:02, June 9, 2013 (UTC)

The modularity of the GURPS sytem should lend itself strongly to the robotic upgradability of the automatons, as well as allowing for a great range of technology levels to be used together. The point buy systemwould allow personal upgrade to be balanced and based on more than just wealth.

--Whitefennec (talk) 16:11, June 15, 2013 (UTC)