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Xev20: Brainstorming

Started by Xeviat, December 31, 2009, 03:07:38 AM

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Poseptune

Question: What has been moved to stunts? For example Grabbing and Pinning an opponent would fall under strength, but could also fit into your stunts.

I was going to have more but work interrupted. I've had this open for 6 hours now.
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 Markas Dalton

Xeviat

Stunts are "better uses of skills". "Fast Stealth" would be a stunt that reduces the penalty for using stealth while moving at full speed to 0. Things like "Improved Critical" will probably be weapon stunts (with a high skill requirement).

Grabbing and Pinning will be default parts of the Unarmed Skill, but improvements on it will be stunts if they are simple improvements to the default uses of the skill. If an ability is a new use for a skill, then it would be a talent (crushing pin and chokehold would probably be stunts since they are improvements on the standard pin maneuver).

Not a problem. I'm at work too, just stopped in to spend my 15 minute break.
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Xeviat

It seems like everyone is working on their systems right now.

I am still trying to finalize the ability scores before I go further. Still need something non-skill based for Dexterity (as currently a melee focused character or a caster could easily get around not having it) and Charisma (always a hard one). Strength could use something else as well, but since it currently has no skills perhaps skills could be suggested (remember, the movement skills are Agility now). Lifting doesn't seem like a skill; if carrying capacity was a skill, it would get out of hand very quickly.

Strength and Dexterity do have the weapon skills, but those do not matter to people who aren't going to use the skills. Everything else (except cunning) has something extra:

Constitution: Fort Defense and Wound Points
Agility: Reflex Defense (and possibly speed)
Reason: Will Defense
Cunning: Bonus Skills
Perception: Awareness Defense

Originally I was pondering giving Action Points to Charisma, but I'm leaning against that now as I'd like AP to not be tied to any one element in particular.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Poseptune

Quote from: XeviatIt seems like everyone is working on their systems right now.

I'm still trying to think of something, but have been busy and without power at home.

Quote from: XeviatI am still trying to finalize the ability scores before I go further. Still need something non-skill based for Dexterity (as currently a melee focused character or a caster could easily get around not having it) and Charisma (always a hard one).

When I come to this (and in your previous post when you mentioned it) the first thought in my head is "so what?" If you look at iconic strong men they don't seem to be very dexterous. They may be slightly agile, but not usually dexterous. What the strong melee fighter will lost by not taking Dex would be the range of bows and such. He may be fine with that, but he'll be missing out when the party needs range and stealth. That's the player's decision.

But someone that is building a more rangery/scout type will have a reason to bump up dex. Stealth comes in handy. But a wizard won't find much use in strength, especially if he has an earth spell that would augment his carrying capacity.

With eight abilities you'll see players forgo a few of them, the questions you have to ask yourself is "How much would and should they be handicapped for not putting points into an ability?" and "Are the handicaps equivalent and fitting for the character theme?"

If you really want something for a melee person then you can have strength determine distance of a throw weapon and dexterity determine the accuracy (attack bonus) the character has (receives). For example a dagger being light and balanced might have a base distance of 2 + Str mod squares (or whatever the unit of measurement for your system)

I don't know. Just some random ramblings

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 Markas Dalton

Xeviat

Quote from: PoseptuneWhen I come to this (and in your previous post when you mentioned it) the first thought in my head is "so what?"

...

With eight abilities you'll see players forgo a few of them, the questions you have to ask yourself is "How much would and should they be handicapped for not putting points into an ability?" and "Are the handicaps equivalent and fitting for the character theme?"

This is the real issue. I'm fine with people dumping a few stats. What I'm not fine with is someone dumping a stat and not feeling anything because of it. If someone dumps Agility, Constitution, Reason, Cunning, or Perception, they feel it. Currently, Strength, Dexterity, and Charisma are lacking oomph in that department (as you noticed, carrying capacity is less of an issue; you can always have everyone else carry things for you).

Your note is well taken, though. A warrior may miss Dex when serious range is in play (I want strength to determine attacks for heavy thrown weapons, as you need to be strong to belt a hammer at any reasonable distance). But this is a non-issue for casters. Now, Str and Dex are important to casters who want to use physical Fire or Water magic, so maybe that's alright, but each of the physicals have that same issue (and I don't want Earth and Air physical magic to be favored because of that).

Good thoughts though.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Xeviat

Just a bump here. Still trying to fill out all the abilities. Also looking into how to handle power construction. I'd like the powers to just be built as alternate powers off the base power on the weapon/magic skills, but that only leaves me with a 1/1 power cost (this is something for those familiar with M&M).

Would it be fine to have powers purchased normally, and just have the skills be requirements for them? The weapon skills are combining rank and attack bonus, so I've got to be able to make things still balanced.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Poseptune

I still can't think of anything for the abilities....

For your powers do you have an example that you can share? I think I know what you're looking for, but I want to be sure before commenting.
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 Markas Dalton

Xeviat

Well, Mutants and Masterminds powers are built piecemeal using different base effects, extras, flaws, bonuses, and drawbacks. For example:

Cyclops's optic blast is generally a single target ranged attack. This is built as: Damage 1/1, Ranged Extra. Total cost is 2/1 or 2 points per rank (each rank is +1 damage). He has numerous bonuses called "Alternate Power" attached to the same feat, such as one to trade the Ranged Extra for a Cone Extra, and other stuff.

Now, the magic skills, like the weapon skills, are generally 1/1 cost powers (weapon skills are generally just damage powers). I can make it so all powers have to be 1/1, so bigger powers have to have more flaws, but I'm not really sure.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.