I should return to what I was doing a few days ago, because everything I've worked on in the past day and a half is too similar to AD&D. I want my game to be as unique as possible. I also really want all dice rolls to use 1d6, 2d6, and at most 3d6. Mostly 2d6 should be used for all skill and attributes rolls.
Day before yesterday, I made a mistake. I started thinking that predefining character classes would make it easier to design the game and easier for players to learn it. This lead me astray, because I started doing shit too similar to AD&D. Some other traps include:
West End P&P engine
Battletech engine
Shadow Run engine
Hero Quest engine
Dragon Strike engine
I would like to figure out a way to pre-define classes without the game engine ending up being a rip-off of any of those systems above.
Girl's Behavior
Guy's Behavior
Flirting
Dating
Relationships
Fashion & Beauty
Health & Fitness
Marriage & Weddings
Shopping & Gifts
Technology & Internet
Break Up & Divorce
Education & Career
Entertainment & Arts
Family & Friends
Food & Beverage
Hobbies & Leisure
Other
Religion & Spirituality
Society & Politics
Sports
Travel
Trending & News
AI Opinion
AskCreating a unique RPG engine while using familiar dice mechanics like 1d6, 2d6, and 3d6 is a great challenge! Your desire to avoid predefined classes like in AD&D or similar systems is a smart move for maintaining uniqueness. Instead, you could consider implementing a modular character creation system where players can mix and match skills, traits, and abilities to create a personalized character profile. This allows flexibility and creativity while using the 2d6 roll system for checks. Ensure that the dice mechanics tie directly into your world-building, making decisions impactful and narrative-driven. Emphasize storytelling and player choices, as this will make your game stand out while giving it your own unique twist. 🎲✨