Post by dorkknight23 on Jan 21, 2014 3:22:17 GMT -5
So, I was thinking of a houserule for how to possibly price out how much XP for improving a d6 (Rookie) specialty to Expert, or a d10 specialty to Grandmaster (d12) for my Future Imperfect game. This is what I thought, but I'd like to hear feedback from anyone else playing/running to see what they had to say as well:
10 xp for improving a Rookie specialty to Expert 15 xp for improving a Master specialty to Grandmaster (and involve Watcher consent, but I think all purchases sort of do?)
Thoughts? Seems pretty reasonable with the costs set up in the book, but I feel I could be swayed to lower/raise those costs respectively.
Well, my one issue there is the I believe it costs 10 xp to pick up a brand new speciality at the d8 rating. If people are having to get new specialities at the d6 rating and then improve to the d8, you've now doubled the cost of a d8 rating.
Other then that, the fact that a d12 is roughly equal to say.. the Hulks strength rating and Silver Surfers Power Cosmic.. I think having a Mundane skill at the d12 rating should probably cost more then a d12 rated power. Though that is potentially negated by you simply keeping a strict leash on how and when people get d12 specialities. I could for instance see something like.. Dormamu (did I spell that right?) having d12 occult. And for characters who are supposed to have superhuman intellect I could see d12 Science or Technology as well. So I do like the idea of having it. It should just probably be fairly limited. D12 literally represents godlike (or actual godly) power after all.
So.. in short I'd suggest cutting the d6 to d8 cost to 5 and either controlling for who gets a d12 tightly, or just pushing it up to 20 xp. Of course, I'm technically not even a player right now. So what's my opinion worth. =P
Post by takewithfood on Jan 23, 2014 12:21:22 GMT -5
I'd happy with:
10 XP = 1d6 Rookie 10 XP = step up to 1d8 expert 15 XP = step up to 1d10 master 15 XP = step up to 1d12 grandmaster
Feels like it would work. I proposed something similar for my tabletop game, only I called the d12 "Legendary", but the players weren't into it. We all had reservations that it might take some of the super out of super powers, and that specialty characters should get by on versatility, gear, and SFX rather than raw d12 might. I don't think it's really a big deal one way or the other, though.
dunecat3d, consider that there's a huge advantage to increasing a d6 to a d8 rather than just taking on a new d8. In the former, you're actually able to roll that d6 and increase your pool on an action whereas purchasing a new d8 speciality means you couldn't access it at all prior to that point. In effect, all this says is "an Expert speciality costs 10xp," which is consistent with the rules as they're currently written.
DK, how much would it cost to acquire a new Rookie speciality?