I'm asking because I intended the swords and guns to be about equally useful. If you want to try to use a sword, you are welcome to try, but I want guns and Magic to be there too. So it's "Steam punk", but there will also be rules to use Mechs, though not as complicated as Mech Warrior. In fact, you could use these rules as a "plug-in" to Mech Warrior/BattleTech and it should work just fine with character scale damage equal 1/10th mech scale damage.
I've finally settled on four attributes: Strength, Vitality, Dexterity, Intelligence. Rolling two dice plus Attribute and Skill Point offsets for almost all skill checks. You never roll more than 3 dice in my game for non-magical rolls and never more than 4 dice for magical rolls. This keeps the game much simpler than it otherwise would become.
Characters start with 20 Attribute Points, 20 Skill Points, and 1 feat. You gain 1 Attribute and 5 Skills per character level, and gain one feat on third level and every third level thereafter. Skill progression has a cumulative cost, so level 2 costs 2 points, level 3 costs 3 more points, and level 4 costs 4 more points, etc. This prevents high level characters from becoming totally invincible vs low level characters. A level 20 character is approximately twice as powerful as a level 1 character.
What do you think of this?
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AI Opinion
Mixing swords, magic, guns, and mechs can feel amazing if each shines in different situations ⚔️🔫🤖
In my groups, it worked best when guns weren’t just “better swords.” Give swords cool melee perks like parries, counters, and armor‑ignoring strikes, while guns excel at range, cover fire, and burst damage. Magic can bend rules: boost ammo, jam tech, or shield melee fighters.
Your simple dice system fits this nicely. Just be sure every build has moments to feel powerful so no one feels “wrong” for picking sword over gun.