Revamping Dragon Warriors?

BSJ

Mongoose
I'm new here so forgive me if I'm covering old ground, but given the current publishing situation for DW, I though this might be an appropriate forum to discuss what sort of things a "revised" edition of DW might incorporate, assuming the system was kept at least somewhat similar ? There's alot of discussion around whether DW would be better off migrating to another system entirely, but could it be "modernized" and so improved without destroying it?
I thought I'd share some thoughts on the subject in the hope I can fire some enthusiasm (and I hope this isn't annoying).

The DW system contains a number of fantastic ideas, and a revamp of the structure in a genuine 2nd edition could improve it remarkably. I’m something of an armchair designer (I’ve written a couple of [bad] d20 supplements myself, but who hasn’t?) and I’m quite struck by the number of innovations and bells-and-whistles the DW core system had despite being from the mid-80s:
*Magic points – a great idea that should have been industry standard, never quite fully absorbed by D&D.

*Spell Expiry rolls –eliminating need to track remaining spell durations. The idea of a duration roll has now been copied by 4th edition D&D, but I find DW’s implemention much more palatable.

*Psychic Fatigue –a very innovative system (I love Mystics).

*primary and secondary modifiers for attribute scores. The concept was never fully named or developed (and should be), but unlike D&D the attribute chart clearly distinguishes between attributes that are a strong influence on a game mechanic (e.g. about +1/ 3 points), and attributes giving only a minor benefit (about +1/ 5).

*spell failure for armour as seen in 3rd Ed. D&D, before its time.

*defense splitting. A great mechanic that could be developed further – splitting defense replaces a whole pile of miniature positioning annoyances in 3e/4e D&D to determine “flanking”. Potentially, could be used to run sneak attack/backstab type mechanics – not enough defense applied against an Assassin allows them to backstab.

*armour bypass rolls. A fantastic mechanic. Compare say, D&D’s substandard armour-as-extra-dodge system, or Runequest damage absorbtion –3rd edition D&D designer Jonathan Tweet’s comments on RQ may be interesting and are here (as well as his comments on roll under mechanics, though he misses the speed benefit of roll-under) : http://www.jonathantweet.com/jotgamerunequest.html
IMHO Armour bypass has huge development potential –firstly you can have a difference between weapons with great armour penetration but less damage (Mace) and better damage but worse penetration (sword) – again instead of having the only difference be how much damage a weapon does. In one game we ran the GM invented quite a large list of multiheaded weapons (with the Trident in Power of Darkness for inspiration) – one hit roll, then make multiple bypass rolls to see how many of the ‘heads’ of your triple-flail or African Throwing Knife or cat o’ 9 tails do damage. It also makes it easy to differentiate between attacks that only hit and those that break armour – letting the GM better adjudicate effects like trip attempts or magical electricity weapons that deal shock damage through metal armour.

*I also quite like the vision types (panoptical, gloomsight, elfsight, etc) – haven’t seen anything quite like this in any other game. Would be great if the daylight perception penalty applied to rolls like the roll to avoid Dazzle as well.

*The d20 roll under mechanic is really fast – particularly where you have a lot of dice to roll (DWs core mechanic is actually better for high-level games than D&D is - if 17 archers take on a giant, I can roll 17 dice, count the hits and multiply by the base arrow damage MUCH faster than I could if I had to add a different bonus to each roll, and then roll damage).

As far as my actual complaints with the system go, it needs a skill system, and it would be good to have a single unified mechanic for most tasks (I’d have gone with d20, rather than 2d10 –though probably Psychic Fatigue should use a bell-curve roll of some kind, since an increase in power level represents an exponentially higher amount of power, and so should have an exponentially higher chance of failure). Fright checks and monster “grapple rolls” should have well-defined rules since these are commonplace – perhaps a Bravery score for characters? Combat mechanics should probably be expanded to include disarms, trips, etc. – possibly a hit location/called shot system would add more depth to fixed damage.

Given that perhaps a good 10% or 20% of the monsters want to eat your soul, there should be some detailed soul-eating rules. Perhaps “Magical Attack” could be used more generally for rolls where a Sorcerer attempts an unusual stunt with a spell – call it “Magical Prowess?”. I’d be tempted to add in armour penalty rules (e.g. armour factor applies as a penalty to Reflex checks in some circumstances), and revised armour stacking rules for dealing with situations like Ogres putting on armour or multiple armour layers.

The game also needs some way to keep the Magic-using professions under control – if most of the classes use magic, its quite likely someone will play a magic user: even if that wasn’t the case, a character you roll up randomly is about as likely to be good at Magic (high Psychic Talent) as they are at Fighting (high Strength)...the last time I wanted to play a Knight I rolled up a 17 Psychic Talent and decided to go with Mystic instead. Perhaps more martial Professions in the lists would help (as would higher attribute prerequisites for spellcasters, or alternative character generation methods letting the player switch around scores – a simple matter) and some high level spells likely need to be toned down as they can inflict incredible amounts of damage relative to character HP.
Having Psychic Talent modify damage of spells, and Int modify Magical Attack, could differentiate between wizards who use subtle magicks such as illusions or charms, and those who blast foes with raw power, without adding an additional class.
Perhaps “armour factor” could have a magical equivalent for monsters, requiring a roll to bypass and with some spells being more likely to be effective.

So, curious as to whether other people have house rules/thoughts...
 
Well, I could just as easily go for a total revamp of the current system or a Dragon Warriors 2 that used either the GURPS system, or the HERO system, and I'm very quickly leaning more towards the latter at this point if we use an existing system, as I'm finding HERO to simply be far more flexible than GURPS while still having the same basic framework and feel, which I like.

If we do a revamp though...

I would definitely keep the armor bypass rolls, as you say, they are unique and a great mechanic.

I would change the core mechanic to 3d6 "roll under" or something other than a 1d20 roll, that's just too random in outcome for my tastes. Once you know that a 10 or 11 will show up more often than not on the dice, you can build better systems around that than with a 1d20 roll.

I'd change the skill system - DW does have one now, but kids nowadays don't like that sort of arbitrary and minimalist sort of thing. I'd use a more traditional, easily customizable (for players, during character creation) sort of skill system that also would allow more mechanical diversity amongst characters of the same class.

I'd change the way classes get abilities and skills. Something along the lines of "choose one Knight ability at first level, 3rd level, 6th level, and every third level thereafter. This, plus he gets one skill level (either in a new skill or an existing one) each time he levels up, making the player get something at every level, though not always a massive, powerful, new ability. Do a similar thing with all classes, making it all more familiar and balanced. This puts the power of character advancement into the players hands, which the players nowadays demand.

I'd change stats to be point-buy, not random. Nobody wants a random character anymore, they want to build the heroes they want to play, not that the dice dictate. With that said, I'd also do a way to have 100% random characters (even class chosen randomly) that was balanced and produced the proper spread of characters (mostly knights).

I'd be tempted to rip out the magic system and replace with one that has a much more true-to-medieval-magic feel. The current one is good, but I think we can do better - especially now after starting to get into HERO System, I've got tons of ideas of how to do this better. Doing this might also make players less likely to choose magic users if they had such a system because medieval-magic would be mostly useless in combat, just alchemy, curses and other things that take very long periods of time to research how to do, then to do, plus are expensive to do - unless you choose to have a pact with a demon, and then you get greater power but you lose your soul, not fun.


Regardless of whichever method is chosen though - Revamp or Use Existing System (Use HERO, Use HERO), I'd love to be a part of it's creation.
 
Just a note: the spellpoint system was not used in D&D because the latter was based on a well-known literary precedent, i.e. the Dying Earth novels by Jack Vance.
 
alms66: thanks! I'd agree with most of that. There could easily be multiple different ability generation methods, as long as they've all reasonably balanced. I think a point-buy system would work, though if so HPs would probably have to be purchased as well (we tried "point buy" and rolled HPs for D&D for awhile, and it boiled down to characters being fixed cost except for the one highly polarized roll). I've seen a 6th stat, "Endurance" proposed before in someone's online house rules - that would be a balanced way to do it, though with a flow through effect on poison rolls and the like (and possibly some skills). I don't know if that's going too far, though.

rabindranath72 said:
Just a note: the spellpoint system was not used in D&D because the latter was based on a well-known literary precedent, i.e. the Dying Earth novels by Jack Vance.

OK I'm probably off on a tangent but...that was the literary precedent, though there were other reasons for this as well. Just for interests' sake I'd refer you to Gygax's book Role-Playing Mastery for the details as to his rationale:

"The AD&D game has a magic system that provides powerful spells to low-level PCs. This allows them to be viable characters at low levels of experience. Since the spells any character can use are limited in number and in the level (power) of their magic, game balance is maintained as characters gain experience and become able to cast more powerful spells. In the design, magic-using PCs have “memorized” the spells they will “carry” during the course of their adventure, and once it is used, the spell usually cannot be recalled. In contrast, a spell-point system operates on the notion of magical energy. You have “x” points of magical energy. Which spell you use is immaterial so long as the energy remains. Although such a rule eliminates the necessity of planning and considering what might occur during the course of an adventure, it is a viable system if the spells designed to be used with it are aimed at the governing energy-level concept, the characters using them are restricted in their selection of potential castings, and the whole of the design is written not to merely accommodate spell points but to utilize the concept with respect to other actions."

Irrespective of that (and though having spell points does contribute to the power of the spellcasting classes in DW) I still find the magic point system to be an improvement on memorization in terms of ease of tracking and spell management, as well as being simply a more logical approach that "forgetting" spells as they're used.

Also, D&D wizards inevitably grow tremendously in power with each new spell level, because a new spell level also means they receive new "slots" of higher level, as well as the old ones. In a spell point system, a 5th level wizard might end up using *all* of their spell points to cast their 5th level spell and has a choice of either using it or conserving power and using several spells over a length of time, while the Vancian wizard still has all the spells of a 4th level wizard left over, meaning the number of spells a high level D&D wizard knows will inevitably be extreme. The last D&D version only managed to fix 'game balance' for this by giving every class an implementation of the "memorization" mechanic.
 
I'd personally just use Legends of Anglerre to run DW. Looking at what Dragon Warriors is about and what LoA does I don't think you'd need to do anything to run it and with the additionally groovy systems contained in LoA it'd actually allow players and GM to do more.
 
Random Code said:
I'd personally just use Legends of Anglerre to run DW. Looking at what Dragon Warriors is about and what LoA does I don't think you'd need to do anything to run it and with the additionally groovy systems contained in LoA it'd actually allow players and GM to do more.

That's the FATE (FUDGE variant?) system?? I haven't tried it, but that's about as far as you can get from the standard DW system...everything rated with descriptive ranks e.g. Good, Great, Superb with aspect tagging for bonuses/penalties??

If possible, I'd like to focus this thread on system/mechanics discussion on the Dragon Warriors system itself. I know there's alot of controversy currently on which system DW should migrate to, but I think that's a separate issue...to make an informed choice between an alternative system (GURPS, LoA, Runequest..., a revamped DW (what I'm trying to do here), and a systemless Legend book, I think we'd need a vision of what DW could become, without total system replacement. Hence why I started this thread here. Sorry - I should have mentioned above, I put this here from a discussion of game system system options on the DW Wiki - I really recommend that as a point where you could mention other rulesets Legend could use, and I don't think anyone else has suggested that one yet.

I'd completely welcome conservative views though ("we shouldn't change game mechanic X because..."), though. Or if there's a specific mechanic from LoA that could be interfaced with the DW core system without fully abandoning the current system, I'm very interested.

EDIT: DW wiki discusssion on full ruleset replacement is here:
http://dragonwarriors.wetpaint.com/page/DW+II+-+System+vs+Setting

EDIT2: Or start a new thread for that here. I'd prefer not to - there's a conflict of interest if I did it since I support the "Rebuild and Revise!" approach so strongly.
 
alms66 said:
I'll point you to Unlimited Mana:
http://www.io.com/~sjohn/unlimited-mana.htm

It's the best magic point system I've ever used, and I use it almost exclusively when I run GURPS.

Sorry I missed this earlier, somehow.
Had a look, its an interesting system. Given that it replaces a hard limit with misfires it sort of reminds me of the Mystic system in a way. Talislanta 4th Ed. has a similar system, where spellcasting requires a roll (d20+Magic modifier) with a penalty that steadily increases for each spell cast until misfires are virtually guaranteed.
Actual table results could be softened a little in keeping with low key magic perhaps - no global disasters? - though I suppose Spyte is an exception to that...

Also, thinking more on a point-based system, another problem is that Looks is less powerful than the other core statistics (It could potentially modify a number of skills, but in current DW the only benefit is, perhaps, letting you be an elf). In a point buy system Looks might need its cost lowered, perhaps (I think a numeric Looks score is better than removing it and having arbitrarily costed Advantages though a la GURPS).
 
Yeah, I'd modify the charts to be mostly personal detriments, either to just the caster or to the caster and those within 'x' feet of him. The effects could range from minor annoyances at the lowest level to instant death at the highest. But yeah, no "civilization killers".
It might even by a double roll, like, a roll to see if the calamity affects you (high chance) or the local area (low chance) first, then a roll to determine the actual calamity. I'd also make use of the '0' threshold to keep casters in check. Use just a little magic and you'll get away with it (nothing happens on the calamity roll), but go too far and bad things happen.

Regarding looks, definitely an advantage/disadvantage system instead of a stat, IMHO. In fact, we'd need an advantage/disadvantage system in place so that players can personalize their characters outside of class abilities anyway, or at least I'd think players would demand one, nobody wants to play cookie-cutter characters.

So character creation would be:
1. Pick Class
2. Set Attributes (Health points being one)
3. Customize character with ads/disads/skills
4. Other details

Now, your class would give attribute bonuses (or have requirements if people prefer that, it just changes how many points you get for attributes). Your class will give ads/disads/skills (the character abilities I spoke of earlier being advantages). You will then get a number of points (all characters get the same) to further customize your character with ads/disads/skills. Spellcasters would have further things necessary, but that's the overall system I'd like to see.
Optionally, you can randomly roll the character in it's entirety, including background if you like, on charts and it'll still be perfectly balanced to the other characters made the other ways.
Also, optionally, you play without classes as the advantages/disadvantages given to the character classes is right there in that section of the book. Or to put it another way, it will let the players see how we built and balanced the classes. This method should also be perfectly balanced against the other methods of character creation.

What about levels? Personally I don't care whether the game is leveled or simply point-buy after initial character creation.

What about Psychic Talent? I dislike the word 'Psychic' being in there, brings back memories of too many late-night infomercials. How about something different that encompasses magic use and magic defense? I can't think of anything at the moment though.

Attack and Defense? Turn these to skills, right? Maybe do a parry/dodge/block system? Parry = Defense, Dodge = Evasion and Block can be made to use similar rules instead of the 1d6 method now used.

Magical attack/defense? Do these become skills as well, or just rolls against the Psychic Talent (or whatever we change the name to) attribute + class bonuses directly? I think the latter.

Initial equipment stays with classes, but the gold values need to be the same, if not already - I didn't check and don't know off hand.

I think that covers most of the basic character-related stuff and some combat stuff as well. The only thing not covered so far is magic system. Do we try to continue on, or go with my preference of trying to do something more along the lines of what medieval people believed magic really was?
 
BSJ said:
[That's the FATE (FUDGE variant?) system?? I haven't tried it, but that's about as far as you can get from the standard DW system...everything rated with descriptive ranks e.g. Good, Great, Superb with aspect tagging for bonuses/penalties??

Just because the system is different doesn't mean the outcomes are.
 
BSJ said:
If possible, I'd like to focus this thread on system/mechanics discussion on the Dragon Warriors system itself. I know there's alot of controversy currently on which system DW should migrate to, but I think that's a separate issue...

Ok, no problem. I'll step out then as I think the DW system doesn't support the setting as well as other systems so I wouldn't bother improving it, I'd just pick a system that fitted. Good luck though.
 
Thanks for the well wishes, RC.

alms66: that opens up a couple of cans of wyrms, actually, for which I don't have all the answers.

First off, in a revamping, how much change would people think is allowable before it becomes an all new game? D&D for example kept its original 6-stat system throughout all its editions (apart from the brief period in 1e when it also had a Comeliness stat). I'd be sort of curious as to how much Dave Morris' original game Mortal Combat varied, just as a benchmark, but I wouldn't want to rename stats or exclude them without very good reason. (Though on the other hand, perhaps it isn't much of a concern if old adventures etc. aren't usable without some conversion, just since there aren't many?)

On Advantages/Disadvantages and skills: Again here, I can see some benefits to the existing setup as well. The Rank/Profession derived Attack/Defense system is I would think more balanced than buying weapons skills and noncombat skills from the same skill points - which basically gives players willing to create boring combat-monster PCs a big advantage in combat. Though, I suppose you could separate out the points for "combat" and "noncombat" skills.

(Again stealing from Talislanta) you could also and think of a Profession as being a group of skills that a character buys, at the same level...a Knight would have primary Attack and Defense skills (+1/level), but only Secondary Magical Defense (+1/ 2 levels). Possibly a Sorceror might be able to spend some xps on the side (that don't count toward spellcasting level) to boost their "Attack" skill. Non-combat skills could increase with level as well, cost xp separately, or increase with use (the Runequest solution).

Advantages/Disadvantages are something that I think would be good, but kept as an optional rule rather than having every character have to roll. Ideally I guess the options would be to choose them, roll them, or ignore them entirely.
I'd say that just because I'm conflicted on the subject myself. I think part of DW's charm is the straightforwardness of its system, so its good if options like disadvantages don't become compulsory, and I've never liked the potential abuses of disadvantages by min/maxers who just want more points to get cool stuff (though there's always the FATE/new World of Darkness approach where you don't get points when you select a disadvantage, just bonus XP when it comes into play).
On the other hand I guess Legend is gritty enough that it makes sense to encourage characters who walk with a limp, have some pox scars, consumption, and an arch enemy.

I'm also think there's some danger in increasing the complexity of the system, too. The original slogan "Life or Death is only a dice roll away" for instance was pretty appropriate, with the adventures having rather alot of instant death effects and very deadly battles. That might be just because of the era that it was written in...when this was the norm...but it could well be part of the charm now for some of the current players who like the "old school" style dungeon crawls.

Why I think that's relevant is that of course, no one wants to spend a hours or days building a character and then have it soulsucked by Wraiths 5 minutes into the first session. A system that involves lots of disadvantage/advantage choices and skill selections also needs the lethality index of the rules dialled down.

People I know who like DW (only 2 or 3, really, so maybe I'm biased) seem evenly divided between those who like really long term narrative story arcs (i.e. where you really need to keep the same character for the whole campaign), and the "killer DM" type.
 
Yeah, I understand where you're coming from, and if I'm involved in revamping the system, there are going to be some obvious shifts towards a GURPS/HERO like system, just because I like those two systems so much and the way they do things that I essentially see them as the "best" way to do an RPG. I'd definitely need someone like yourself to reign in my changes, or we'd might as well just use one of those two systems.

With that said, I imagine the abilities of a first level character (both skills and advantages) to be similar to the current version of each class. I don't want to bump the power level, I just want to make sure that all knights don't look identical for example, and I think we can do that by better defining the character's skills - spelling out weapons and other non-combat skills like swimming and the like. Advantages beyond what's given at first level for your class would be minimal, while disadvantages would further help to differentiate characters.

As for the "reward" of disadvantages, I'd let the GM just give them bonus XP when properly role played, like you said, no min/maxing involved.

Regarding system complexity, we can leave the attack/defense in place as a class ability, and avoid combat skills altogether for anything other than knowledge of how to use a weapon (you don't have the skill you get a -4 or something). Skills could be Boolean, you either have skill or you don't to simplify things.
 
Cheers :) I could see the GURPS coming through! I've always been "GURPS curious" but don't know anyone in the local area who plays it, though I sort of know a few people online who do.

I'd agree its a good idea to have more variation in the Professions, especially Knights. The last houserule I saw on this gave them specific weapon bonuses based on the Warlock "Weapon Groups" You could use the Warlock rules as a starting place for weapon proficiencies too (-2 attack and defense for characters who are untrained in a weapon).
The new DW I think had an option where characters could trade class abilities from one Profession for those of another, that idea could perhaps be expanded on fully cost out some of the Profession abilities, and some additional choices added.
For Knights reducing level minimums for some of the "skills of the mighty" or adding weaker versions of them is suggested on one of the threads here on this forum, I think.

Boolean skills is probably the easiest place to start at least. If you do that I guess a skill would probably use either an attribute check, or it might be more balanced to roll against an appropriate derived score (Stealth for Forgery attempts? Evasion for Acrobatics? Magical Defense for Meditation?). Or have a new base value calculated the same way as these (10+rank+stat mods). Assassin and Mystic abilities could perhaps be rewritten slightly to build on from the base skills rules and integrate them into it. Languages and/or literacy presumably would also count as skills.

I guess even with the yes/no approach, a character might still be able to choose a skill more than once and get a bonus to the score for appropriate tasks ?

This is probably an area where there have been lots of house rules and I'll have to go do some web searching. Also, its actually starting to look creepily like 2nd Edition AD&D. (Parallel evolution ?)
 
For interest sake - here's a weapons chart table a friend wrote up awhile back, revising armour bypass and damage values. Note that they've rebalanced maces/warhammers against swords by giving the former good armour bypass (which I believe is fairly realistic; maces I believe historically being often used by knights vs. other knights) and swords etc. more damage.
Another interesting idea (that I mentioned above) was the creation of the multibladed/multiheaded weapons - expanding on the version of the Trident in the original Power of Darkness.

I thought it was interesting as a development of the armour bypass roll, anyway. Though, possibly the chart creates too much of a gap in bypass and damage between best and worst weapons (that was someone else's comment in the group), and there might be a problem with high-Strength characters getting too much of a damage bonus on the multiweapons.


Hosted on google docs - hope it works!

https://spreadsheets.google.com/ccc?key=0Ap_trvUq5rSydGpfNVBZaTBocFpJRXBUc0JEU3JSMVE&hl=en


Other than that, as an elaboration I was considering as an optional rule the idea of 1s on the bypass roll triggering a weapon breakage roll of some kind - an appropriate set percentage I guess, unless weapons have some sort of "Weapon Quality" rating to roll against.

With the values in the spreadsheet I think that works for most weapons - the maces and two-handed swords are less likely to break than regular swords, anyway. With this you can have a fumble rule that distinguishes between a dropped weapon/fighter slip (20 on the attack roll - or equivalent on 3d6 if that wins out) and a possible weapon break (1 to bypass).
 
Well, at the very minimum I say we need to drop anything that doesn't fit Legend (such as Orcs and the current magic system), and give players the ability to customize their character a bit. Other than that, I really could just live with the system as is, it's ok. I might rather use HERO or GURPS personally, but it's not that DW has a bad system. Hopefully we're still on the same page here.

Rather than going all over the place like we've been doing, let's just start, oddly enough, at the beginning - character generation and Attributes. We currently have Strength, Reflexes, Intelligence, Psychic Talent, Health Points, Attack, Defense, Stealth, Perception, Magical Attack and Magical Defense as attributes, right? These are basically all the things defined by your birth and your class. I say rename Psychic Talent to something else (still no suggestion though), rename Health Points to just Health, and maybe (?) drop Stealth to a skill.

Next, we get to classes. Here I would spell all of these attributes out right in your class definition, no need to roll or select anything. Your class defines your base attributes then, making character generation very fast, just 'pick class and customize'. We'll be able to provide other optons for character creation, don't get me wrong. For example, I still would like to see an option for 100% random yet 100% balanced character generation, but let's focus on a "standard" method for now.

Next, we get to customization. Here the player gets points to spend, with restrictions on how he can spend them. He can change attributes, buy additional skills, or additional abilities. Attributes might cost 1 point to raise by one, two to raise by two, three to raise by three, and so on, while abilities would have unique costs from 1 to maybe 4 points depending on their power.

Ok, so that basically defines the process of character generation. Are we on the same page here still?

Now, in an effort to refocus the classes on what fits Legend, what classes do we provide? Barbarian really isn't a class IMHO in the same sense that Knight is a class, they're both Warriors, but being a barbarian is a social thing while a knight is a profession. Sorcerers fit just fine in the west, mystics just fine in the east of Legend. Elementalists and Warlocks just don't fit IMHO. Assassins fit fine, but they try to be all "Rogue-types" at once, IMHO and could be done better.
So how about we redefine what classes are? There are fundamentally 3 basic character class types that show up in fantasy gaming, Warrior, Wizard, and Rogue. Why not start there? Let's use those as classes and let the player use his "customization" ability to define a 'Barbarian' or 'Knight' for a Warrior, or define a 'Sorcerer' or 'Mystic' for a Wizard, or an 'Assassin' or 'Spy' for a Rogue.
 
Ok, here's some more on redefining classes, focusing just on the Warrior Class...

So, you're a warrior, you get these attributes (adjusted down a bit to add package bonuses):
Strength = 10
Reflexes = 10
Intelligence = 10
Psychic Talent = 10
Health = 10
Attack = 10
Defense = 5
Evasion = 3
Perception = 4
Magical Attack = 0
Magical Defense = 3

Now, from there you can buy Warrior Packages (Knight, Pirate, etc.) using the same points you're going to use to customize your character. These packages will modify the base numbers for a warrior and give various skills/abilities. The player should have enough points to buy one package and to do a little bit more, but not much, or he can not buy the package and buy his skills and abilities piecemeal (assuming GM allows it). What do you think of doing classes like this? It blends the goal of customization in nicely I think.

Now to something new, cultures. How about we develop a nice little cultural package for each country or region of Legend? It would modify your attributes from your class and maybe grant a few skills and/or abilities. Random Example:

Thulander:
Strength = +1
Health = +1
Psychic Talent = -1

Remember though, overall, everything needs to be balanced so that every culture is "worth the same point value", and every class and every package is the same. This way, whichever culture/class/package combination you pick, you might not get the same attribute scores or the same abilities and skills, but you are always worth the same number of points...
And also, overall, when all selected, the power level should be about the same as it is currently, meaning the base values for the three classes will probably be lower than what is in the books now, then you add your package and culture bonuses, and customization and you end up with something approximately the same power level as now.
 
I am starting to think that any revision is inevitably going to have everyone disagreeing over what to revise. Probably the nature of the beast. :(

Well, the beginning is as good a place as any :)

With the creation process: I'd separate out the main [rolled or purchased]'Characteristics' and the 'Derived factors' (i.e. Combat Factors, Magical Combat Factors) as being different, and just have points to spend on the main characteristics.
I think the largely preset derived factors by Profession (the traditional approach) is a good idea, rather than the HERO approach? It works, anyway, without having to judge if your Attack is normal, or whether its possible to lower your Perception to get more Strength... The number of derived factor points each Profession gets should be balanced, though; which might need a working out of relative values of each behind the scenes.

As far as Archetypes go, I think Knight and the like are (as I think Wallis said) more archetypal names - its just cooler to be a 'Knight' than a 'fighter'. I think its fine to interpret the categories broadly, i.e. so that the Assassin can include some other rogue types, then have choices of abilities or packages under each Profession with one being the 'default' set of abilities for the lazy (or traditionalistic) player.

Warlock existing as a class first begs the question of if 'multiclass' characters should or should exist - these could probably be made if your points are split between abilities from Knight and Sorceror, rather than being a separate class ?

Regions:
I do like the idea of having different modifiers for different regional peoples. The approach looked like it worked for say d20 Conan, and I think Pendragon does something similar. It adds a little bit of customization with "pseudo races" in a game where nonhumans should be restricted.

There's a slight downside in that it creates incentives to play a character from somewhere bizarre, just to get a numerical advantages...still, PCs are unusual.
I'd keep bonuses fairly small (maybe just +1 to one attribute and a couple of skills, or +1/-1 to be balanced; e.g. +1 Strength and -1 Psychic Talent in the Thulander example ?). A foreigner may also have to take the campaign regional language as a skill or be disadvantaged. Mixed ancestry characters might be unmodified, or choose one of their parents' mods.
 
Well, first of all, there are no "derived" characteristics as no score of any sort is calculated from anything else. It's all either rolled randomly or assigned by class, and I figured I'd eliminate the "rolled randomly" for our "standard method" to discuss, and just combine the two into "assigned by class".

But more importantly, I think something has become clear to me in this little exercise of ours. That is that the DW system is not worth fighting for. You are fighting tooth and nail to keep it almost exactly like it is and I just don't agree. If anything, Legend is the main thing to keep with DW, for me, certainly not the system. And on that note, I guess you and I will just have to agree to disagree. I will now officially state that my preference is to go with HERO or GURPS as the new system and drop the old. It's just not worth keeping to me any more.
 
I like the rule system and the setting (Legend) equaly. Maybe the rules even a bit more. After years of playing with "skill heavy" systems, DW is a revelation for me. I also like the magic system (with some minor tweaks, like the regeneration rules of elementalists). It reminds me of ars magica, where magicians are truly powerful but have to conceal the power most of the time.
 
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