Time to put some pressure on this…
Well, I’ve decided that it’s time I put pressure on Nianze. The system that is. The interest will most likely just go down from here I guess. It’s no telling before people get jobs, fiancés and god knows what might happen.
Anyhow, I’ve been thinking more and more to translate Nianze to more of a job, for me and also like I’ve said to push it forward faster. There is a lot that needs to be done and corrected and balanced out in different ways and well… it needs to be done at any rate.
So what needs to be done? Let’s try to make a list.
Armoury – Weapons, Armours and battle gear must get a more stable list as it had before
Damage System – Afflictions, healing, regeneration, recovering and damage levels
Properties – Descriptions and benefits and penalties considering modifications and such
Racial Abilities – Descriptions, rules and costs
Skills – Descriptions, rules and level benefits
Spell System – Description, a concrete ruleset and standard spells and spell techniques
Striker Abilities – Revising, descriptions, rules and such
System Reduction – Unnecessary aspects need to be removed or transferred to ice
Techniques – More techniques, or at least a good list with stats and costs that are balanced
I think this is everything that needs to be done for the system to be called complete. I’m not sure but I might decide to divide Nianze into three parts instead of two. Now speaking about main parts of the game. Of course there will be some differences between how things can be done between them but my thought is to remove or reduce just some aspects between the parts.
Now I’m thinking about having Nianze Adventurer, Nianze Heroes and Nianze Legends1. Legends in the system which I’ve called Freelance with the IP-system and the custom specialities as its main thing rule-wise. This system though requires the rest to be finished and mostly just to have an additional part about how to create your own speciality and also a conversion system from actions to ip.
Nianze Adventurer will be a lighter version that the one we’re currently playing I think where I remove some things and shorten them out. In essence it will be a lite version of the system we play now but not. Easier and less complicated. As far as it’s possible but not too far. I think that in this system I would remove the Striker abilities and only use the Striker thing as a base for development. I will also completely remove the Racial Abilities and most abilities like that in the system and most likely also do as in Drakar och Demoner have most skills Static in exception for a few slots of free skills. Also limit the races to four. Dwarf, Elf, Human and Panling2. Also stances should be gone. All this shouldn’t make it too hard to translate to other aspects of Nianze
Heroes is the system we’ll play most of the time then. I want to reduce it a little in some places but mostly just finish the main part of it without going too deep. The world aspect of Nianze is quite stand alone from all the systems and doesn’t really need to be other than a short introductory text and such. The histories and lore’s can be kept universal. Even though the off-game and ruling effects would differ.
Anyhow the base need to be set. Then things can be made out from that. Right now I would prioritize the above listed things as;
1. Skills
2. Properties
2. System Reduction
4. Spell System
5. Techniques
6. Armoury
7. Damage System
8. Striker Abilities
9. Racial Abilities
In this I think I will do some of them simultaneously but in need I would rank them as this. But a thing such as System Reduction is actually something which I must do at the same time as I do the skills and properties. But at the same time skills and properties might need boosts I need to decide that. Well, well…
Anyhow, any thoughts about this matter?
Best Regards,
Herid Fel
Well, I think its good that you make a post about this, giving some insight of your thoughts and how to progress nianze forward.
When it comes to the three divisions of nianze(adventurer,heroes and legends) it sounds more of a different set of “difficulty”.
when it comes to skills, techniques and weapons tables I think the problem at the moment is that they seem quite unbalanced and not working as intended. but such things are pretty easily corrected if you just spend a day or two like a rule forum and test things and see what works and what doesnt.
As for system reduction, well we talked abit about it earlier in another post but if you are gonna go through with some changes I also would suggest a rule forum or something like that, or a “beta” test to see how things would work out if things were different. Since its abit hard to just say what should and what shouldnt be in the game.
In my oppinion I think that an armoury would be a good thing to have soon, since its nice to see atleast what the “standard” weapons are like.
Well I would gladly have a rule forum or whatever you want to call it and go some things through and see what can be changed and what needs to be changed but thats up to you I guess.
Ruleset, not difficulty. More like complexity of the game.
I don’t think the skills are unbalanced only not fully developed.
I’m not sure I want to have a Rule Forum. The dedication to the game isn’t that high and anyway it’s mostly just me talking during those days so it’s a waste of time mostly.
Most standard weapons do D2 in damage, most other around that do -1 or 1 or 0 in DMG. Well, well.. we’ll see.
But Foppa is not focused and will most likely not last longer since he’s interest or focus isn’t that great.
Rasmus seldom comes with constructive or almost any feedback.
Daniel have made it clear that the game is just a game to him, thus it doesn’t matter enough for things like that.
Well, we’ll see.
I’ve had a few thoughts about this and obviously if you’re going to turn this into a system that others can use alot of stuff needs to be more concrete and/or less detailed. Specificly calculating things that you seem to do alot with ‘behind the curtain’, for example stuff like deciding how injuries and other effects manifest technically.
One more specific thing about the system that I think should be looked into and balanced up and/or made more concrete is armor and weapon weight. I find that the weight of armaments feels like too much, even for very fit and very strong character encumbrance from these things seem exaggerated.