Current Thoughts on GENIUS

This post is based on the assumption that you’ve read this post – if not then I would first at least breeze through my goals and basic guidelines that I go over in my previous post.

The GENIUS system takes inspiration from D&D 5E, Pathfinder 2E, and specifically character creation and leveling bonuses over time from Fallout.

Stats (called Attributes currently in my system) are on a range of 0-10, with 5 being a +0 mod – anything below 5 is a negative modifier, anything above 5 is a positive modifier. 7 is +2, 3 is -2, etc. From the feedback I’ve gotten so far, this significantly simplifies D&D/PF’s ability score calculation because it’s just a simple math equation from 5.

These function pretty similarly to D&D/Pathfinder’s stats, and is the basis of the acronym Genius [Physical & Mental Constitution], Erudition [Intelligence, specifically book smarts], Nimbleness [Agility], Influence [Charisma], Understanding [Wisdom, aware of the world around you], and Strength [a given]. Characters are created with 32 or 37 points that players can put into any score of their choosing (I haven’t fully decided on the final number yet) – and might be something that is up to the GMs in the final version.

From there, this is where things get whacky. As I mentioned in the post, I’m throwing out classes, subclasses, & (probably) races/origins/lineages out the window – and I’m opting a system similar to Fallout’s Perks system – which basically is you get points to put into different “Features” and this allows you to get better at different things. This is where really character customization becomes huge, and while is still simple – will hopefully offer a LOT of customization for the veteran and new players alike, which is a huge goal of mine.

Features would also be similar to D&D/PF’s Class Features, like Unarmored Defense or similar for Barbarian/Monk. Some of them require higher scores to get them, like Unarmored Defense for Grit requires a minimum 8 score, then they can add their Grit mod to their armor class. Strength and Nimbleness also have one, and I’m probably going to make it so that they do not stack (but I haven’t decided). Definitely not the Nimbleness one tho cus its very strong.

Skills are pretty similar to D&D/PF, except instead of proficiency/expertise, I currently have a scaled proficiency bonus depending on the amount of resources you put into it, starting with “not proficient” so +0 mod, then proficient (+2), expert (+4), and master (+8) – basically allowing for players to become exceedingly good at a skill of their choosing. in my games most likely this will be done through training/repeated successes, which might be a lot to keep track of – so I’m not 100% sure on it yet. I also want to introduce some actual crafting rules and maybe some like group ability checks for said crafting, like if you want to skin a large creature that you just killed – then turn that creature into leather to make armor, you can do that.

Weapons are simplified as well, basically they are broken down into two similar categories like in D&D, Nimbleness and Strength weapons. Nimbleness weapons are a D6 or D8 depending on the size, and use less Action Points (more on this in a bit) than a Strength weapon. Strength weapons use a D10 or D12 depending on size/weight, and use a bit more Action Points than the alternative. This also applies to ranged weapons.

Action Points is something I also took from Fallout, where basically every action has a set cost (and also similar by PF2e, I believe). Instead of D&D’s 1 action, 1 BA, 1 reaction, and movement action economy, you get a certain amount of action points each turn, where you can perform any action. Some actions are free actions, so they don’t cost anything – but others cost varying amounts of AP.

I’m throwing out classes, subclasses, & (probably) races/origins/lineages out the window

I might not be throwing out races/origins/lineages out, but I don’t want there to necessarily be like MAJOR bonuses for being a specific race, so there won’t be flat modifiers for being a specific race – most likely it would be like features of a race that would be transferred over.

I’m also trying to create the Features feature to allow for players to still build “classes” but without being locked into a specific class. Let’s say that you want to start as someone like a rogue, but then you want to take a Paladin’s Oath, that is something that your character 100% can do if it makes sense in the narrative your character is going through

Leave a Comment