<tabletop> Make-Your-Own-Profession
Systems like that are notoriously tough to balance. The chances of a particular combination being overpowered compared to the rest is highly likely even though the individual powers seem balance.
RIP City of Heroes
Systems like that are notoriously tough to balance. The chances of a particular combination being overpowered compared to the rest is highly likely even though the individual powers seem balance.
I’ve seen ones that are both harder and easier to balance. Anyway, I didn’t claim it was a “better” system, but just one that’s fun to muck around with as a concept. I’m a big fan of breaking things into modular pieces.
I’m not clear about all that’s posted but it sounds like an interesting setup for a new profession though.
As fate would have it, I have just today started outlining fundamental RPG rules which are supposed to be the basic rule set for exchangeable tabletop and WH rule expansions.
I think ability “blocks” offer freedom and choice, but are easier to handle than just a truckload of unrelated traits and abilities (like path of exile or gw2 to some extend). However, I’m not sure about traitlines and related attributes. Handleing traits the way we are used makes them a little redundant, imo. All they offer is another option to set a focus on X. The result is simply more specialization (pigeonholing of non specialized aspects) without adding any new build aspects. You don’t need traits to enforce a choice between aspects.
Instead, I’d go for long-term progession unrelated to your current block combination or utility sets. Something that defines your character regardless of his current outfit.