Post by Ziegander on Jan 28, 2010 0:05:50 GMT -5
(Very much a work in progress)
ABILITIES
Intelligence, Strength, Agility, Speed, and Charisma
Toughness is bought seperately and determines your Health (= 3x Toughness) and Health recharge rate (= Toughness). Standard Health recharge rate is per month.
Energy is bought seperately and determines your Energy (= 3x Energy) and Energy recharge rate (= Energy). Standard Energy recharge rate is per Moment.
Energy determines how many ACTION POINTS you have and how fast those points recharge. A Fighter with an action number of 5 in his Close Combat action may spend up to 5 Action Points any time he uses the Close Combat action in order to increase the success rate of that action.
Each ability governs a number of actions. Those actions may be attempted by a player without having had bought an AN (Action Number) but carry the widest margin of failure (1-20).
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SITUATIONS & MOMENTS
The rough equivalent of encounters and turns, however more flexible for out-of-combat actions. Whatever is currently happening in the game is a Situation. For example, the players walk into a bar - boom, Situation. The bar Situation. The players get attacked by goblins in a cave - boom, goblin fight Situation. Likewise everything a player does is in "the Moment." When a player uses any actions we're talking about a Moment. If multiple players want to act in the same Moment action order is determined by Agility or Speed (and can be improved by the Initiative modifier).
Situations can change. The bar situation can start as the drinking and socializing Situation, but can quickly turn into the barfight Situation. When this happens the GM announces that "The Situation has Changed" and players are given the chance to reallocate a limited number of action points (varies depending on special abilities, etc).
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ACTIONS
From Acrobatics to Close Combat, from Social Skills to Spellcraft, Actions are the things your character is capable of doing. The higher your character's Action Number the more Action Points you can spend on that Action making you more likely to overcome any resistance.
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MODIFIERS
Modifiers are inherent qualities of your character that require no effort. Things like General Knowledge, Enhanced Senses, or Initiative. They provide constant and/or automatic benefits and traits to your character.
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CREATING CHARACTERS
Players are provided with Building Blocks to create their characters and use them to purchase their Abilities, Actions, and Modifiers. As a general rule, the higher an Ability/Action/Modifier the more BBs it's going to cost in the long run. Further, buying higher levels grants diminishing returns on your investment. For a standard game GMs are recommended to grant 30 BBs to their players, but more experienced GMs and players may choose to start with more or less.
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GAINING EXPERIENCE & LEVELS
More to come...
I may throw levels completely out the window, I may not. I may decide to keep traditional classes from DnD in some barely recognizable form, I may not.
My initial thoughts are as follows (but are very much subject to change): the idea for now is to use the notion of classes and have the Druid, the Warlord, the Rogue, and the Mage. Each class will have some number of levels (10 sounds okay for now) and each level will provide unique class features. Further each class will have a list of Actions. Fighter Actions, for example, will include (but not necessarily be limited to) Black Ops, Close & Ranged Combat, and Leadership. Gaining experience will be similar to the Add-a-line system, and when a player has gained a total of 10 LoE in any combination of their class's actions they gain a class level. Whenever a player gains a level they also gain 3 Building Blocks which can be spent on anything the player wants (not at all limited by class). Multiclassing experience and levels to be determined.
ABILITIES
Intelligence, Strength, Agility, Speed, and Charisma
Toughness is bought seperately and determines your Health (= 3x Toughness) and Health recharge rate (= Toughness). Standard Health recharge rate is per month.
Energy is bought seperately and determines your Energy (= 3x Energy) and Energy recharge rate (= Energy). Standard Energy recharge rate is per Moment.
Energy determines how many ACTION POINTS you have and how fast those points recharge. A Fighter with an action number of 5 in his Close Combat action may spend up to 5 Action Points any time he uses the Close Combat action in order to increase the success rate of that action.
Each ability governs a number of actions. Those actions may be attempted by a player without having had bought an AN (Action Number) but carry the widest margin of failure (1-20).
************************************************************************************************************
SITUATIONS & MOMENTS
The rough equivalent of encounters and turns, however more flexible for out-of-combat actions. Whatever is currently happening in the game is a Situation. For example, the players walk into a bar - boom, Situation. The bar Situation. The players get attacked by goblins in a cave - boom, goblin fight Situation. Likewise everything a player does is in "the Moment." When a player uses any actions we're talking about a Moment. If multiple players want to act in the same Moment action order is determined by Agility or Speed (and can be improved by the Initiative modifier).
Situations can change. The bar situation can start as the drinking and socializing Situation, but can quickly turn into the barfight Situation. When this happens the GM announces that "The Situation has Changed" and players are given the chance to reallocate a limited number of action points (varies depending on special abilities, etc).
************************************************************************************************************
ACTIONS
From Acrobatics to Close Combat, from Social Skills to Spellcraft, Actions are the things your character is capable of doing. The higher your character's Action Number the more Action Points you can spend on that Action making you more likely to overcome any resistance.
************************************************************************************************************
MODIFIERS
Modifiers are inherent qualities of your character that require no effort. Things like General Knowledge, Enhanced Senses, or Initiative. They provide constant and/or automatic benefits and traits to your character.
************************************************************************************************************
CREATING CHARACTERS
Players are provided with Building Blocks to create their characters and use them to purchase their Abilities, Actions, and Modifiers. As a general rule, the higher an Ability/Action/Modifier the more BBs it's going to cost in the long run. Further, buying higher levels grants diminishing returns on your investment. For a standard game GMs are recommended to grant 30 BBs to their players, but more experienced GMs and players may choose to start with more or less.
************************************************************************************************************
GAINING EXPERIENCE & LEVELS
More to come...
I may throw levels completely out the window, I may not. I may decide to keep traditional classes from DnD in some barely recognizable form, I may not.
My initial thoughts are as follows (but are very much subject to change): the idea for now is to use the notion of classes and have the Druid, the Warlord, the Rogue, and the Mage. Each class will have some number of levels (10 sounds okay for now) and each level will provide unique class features. Further each class will have a list of Actions. Fighter Actions, for example, will include (but not necessarily be limited to) Black Ops, Close & Ranged Combat, and Leadership. Gaining experience will be similar to the Add-a-line system, and when a player has gained a total of 10 LoE in any combination of their class's actions they gain a class level. Whenever a player gains a level they also gain 3 Building Blocks which can be spent on anything the player wants (not at all limited by class). Multiclassing experience and levels to be determined.