Yeah, we had one poster on here before who referred to Novus as the "
Novus Engine", and just this morning, I got notified of a review on DriveThruRPG (
http://rpg.drivethrustuff.com/product_reviews.php?products_id=87903 ) and that review also used the term "
Novus Engine".
Personally, I have never actually used that term myself, but I do know of other games that have. And in most of those other games, it essentially refers for the core mechanics of the system.
So, for me, if I were to describe the
Novus Engine, I would include the following as being part of it:
- 8 Stats - The core of the character is built around those 8 stats (max of 20 + racial mods), with stat bonuses (== to (stat-11)/3) and including Saving Throws (5 + stat bonus) and how they are handled
- Skill Based - The system is a skill based system, meaning that characters learn skills and accomplish tasks through the use of those skills.
- Basic Resolution - roll 2d10 + mods and meet or beat target number --- this allows for multiple methods of expressing those mods (skill bonuses, situational mods, etc.) that can be applied as additions or subtractions to either the main roll or to the target number itself.
- Explosive/Implosive Rolls -- This is a core element that allows for almost any character to have a change, however slight, of accomplishing almost any task.
To me, that is the innermost core of the system. Some elements that I consider important, but which can be tweaked in a variety of ways include:
[/list]
- Boons/Snags - exceptional rolls (both good and bad), can lead to exceptional results. This portion isn't perfect and was actually left vague enough to allow for GMs to customize and modify to suit their games, and the specific situation at hand. If a GM wanted, he could create/add Boon/Snag tables for each individual skill and/or each individual weapon, that allowed for results that could allow for much much more detailed if desired.
- Fate Points - these work wonders for aiding characters, but they are not required. They could also be expanded somewhat, to allow for a few more additional possibilities.
- Spells/Psionics -- these are genre-specific capabilities (the same could be said for super powers), that while making great add-ons, need not be used if the players don't want to use them.
- Classes - these are essentially package deals for creating characters, allowing for fewer choices overall, but also allowing for more diverse elements to be grouped together in a logical fashion.
And no, I would not be surprised (or offended) if others had differing opinions. Part of the design philosophy behind Novus was a recognition that different GMs have different styles and want different things out of the game. Therefore, it s
hould be and is not any surprise that different people see it as different things.
I never would of thought of asking this question myself, but since it has been asked, I would like to see how folks answer it. I find it (and the potential answers) very interesting.
[/list]