Fires Far Away - a Dark Souls RPG

>character sheet even has the appropriate icons

OP, I take my hat off to you. This is a deeply worthwhile endeavour.

OP is a cool designer, I wish you luck
Denion

Looks awesome!

Only problem I see is that I'm pretty sure we need the armor stats the old way. You list head, body, arms and legs separately with no convenient row for a total defense/weight, etc for the values.

You want the total defense from armor to be an easy, already written down number for quick reference. Otherwise people will have to add it up again every time.

Has anyone told you that you were a pretty cool dude?

This RPG is needlessly autistic. Nobody wants to play a Dark Souls combat simulator that's just as restrictive as the video games. Nobody wants to number crunch numbers in the 100s when you could just divide everything by 10 and get the same result. If I want to play Dark Souls, I'll boot up the game. A Dark Souls RPG should be about exploring Dark Souls, not emulating it.

>A Dark Souls RPG should be about exploring Dark Souls, not emulating it.

Okay. Lets take that to its logical conclusion. How would YOU do that?

Given the postitive response in the thread, I'd say that there are in fact people who want to play this.

That said, sure, exploring the setting in a different way would be neat, but part of the entire atmosphere/setting IS the restrictive combat simulation - might it not lose some of the appeal without that?

>How would YOU do that?

There's no reason why the game can't explore the Dark Souls universe and use more conventional tabletop rules and statistics at the same time. Hell, you could just graft DS lore on top of D20 or D6, or some other existing system of your preference.

I just don't see this game working out if you insist on emulating a video game engine instead. Video games and tabletop games have vastly different approaches for several reasons. You seem to be unfamiliar with those reasons, or perhaps with tabletop gaming in general.

Use a generic system with good and open combat mechanics so I can focus on nailing the atmosphere, descriptions, environments, and lore in a Dark Souls manner. So, a lot of influence from European mythology, integration of cyclical metaphors, a bleak future and loneliness in the hostility of the world. You can use any system for this as long as it has deadly combat and many options for fighting styles, like Dungeon Fantasy RPG.

It's not even close to being an important part of the atmosphere. The systems of interaction with Dark Souls are important in terms of immersion, but that works because of its nature as a video game. It is utterly ridiculous to limit combat options when you are not coding a video game at a computer and incurr technical debt for feature bloat. You can infer fighting style from real-world applications of weapons that will be just as meaningful, if not moreso, because they are no longer arbitrary restrictions based on time, effort, and hardware.

>Use a generic system
See, this brings up something that always comes up when someone home brews a system: Why are we not all using generic systems all the time for everything? Why create any system when cut and stitch the fluff and tone of anything you want onto a generic system?