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Karma
Nov 10, 2007 13:04:42 GMT -5
Post by pathfinderap on Nov 10, 2007 13:04:42 GMT -5
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Karma
Nov 10, 2007 16:22:36 GMT -5
Post by Jet on Nov 10, 2007 16:22:36 GMT -5
There is karma in MURPG- though there are many forms of it.
For doing a good job, you get them and can use them to become stronger by raising skills. When hurt by any mean, you get challanges you can use as additional stones for later. If you want one more stone to do a better job, then just apply "Flashback" to get a natural +1. And there are also other situational modifiers- such as being heroic or cool - that also grants free stones.
No additional thing such as karma isnt needed, you can replace it with other things.
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Karma
Nov 11, 2007 5:35:21 GMT -5
Post by pathfinderap on Nov 11, 2007 5:35:21 GMT -5
Yeah, I know all those, but it isn't karma, situational modifiers also need GM backing most of the time,
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Karma
Nov 12, 2007 15:41:55 GMT -5
Post by reddecker on Nov 12, 2007 15:41:55 GMT -5
Karma was as much a means of punishing a character as it was of helping one out. A character like wolverine or punisher that kill on a fairly regular basis are punished for being the "anti-hero". These characters could also advance only slightly in their career because of such dramatic losses of karma. Situation modifiers, challenges, and LoE's are much better in my opinion then anything karma could do.
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Karma
Nov 12, 2007 15:48:34 GMT -5
Post by talismanhex on Nov 12, 2007 15:48:34 GMT -5
Karma was as much a means of punishing a character as it was of helping one out. A character like wolverine or punisher that kill on a fairly regular basis are punished for being the "anti-hero". These characters could also advance only slightly in their career because of such dramatic losses of karma. Situation modifiers, challenges, and LoE's are much better in my opinion then anything karma could do. They weren't punished. It's bad Karma to kill. Killing is not a good thing and that's all they were trying to say. I liked Karma, but that was that game. For this one LOEs are fine. They work faster than Karma, but can't be used to add Stones to your Energy Reserve. The other thing, those characters never change, especially when the system first came out. They were also tough enough to stand alone against their foes. Wolverine and Punisher both only really started changing when the Saga System was out, because it was easy to rework your whole character with just a few points and a change of costume.
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Karma
Nov 12, 2007 23:55:42 GMT -5
Post by reddecker on Nov 12, 2007 23:55:42 GMT -5
By the rules when you killed someone your karma went to 0... that doesn't help any advancement. I was only using them as an example.
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Karma
Nov 13, 2007 1:07:12 GMT -5
Post by talismanhex on Nov 13, 2007 1:07:12 GMT -5
They were good examples and they didn't advance during those times. Karma was more than XP and had more uses than advancement. It was based upon almost cosmic perspective, that if you did right, things went your way. True the "anti-hero" gets kind jacked in this, but killing just doesn't get you good Karma. If you were going to make an "anti-hero", you better be the best you can be or selective with your targets, like Wolverine and Punisher.
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Karma
Nov 13, 2007 14:38:15 GMT -5
Post by pathfinderap on Nov 13, 2007 14:38:15 GMT -5
The Karma aspect promoted non killing, which is fitting to most of marvel,
He's my go at a form of karma for the game,
This will be called FATE everyone starts with a Fate rating of 3, (but it can be raised or lowered with stones at the high cost of "x" )
Fate is treated as an ability, and is it's own pool, this pool only refreshes at the end of an adventure/session (so it's best to save them for the big fight at the end lol)
these points can be spent on any action at any time, either one point or all
one point removes one red stone of damage, one point will let you have any skill for one panels use
etc
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Karma
Nov 14, 2007 13:09:30 GMT -5
Post by pathfinderap on Nov 14, 2007 13:09:30 GMT -5
now these extra points can't push you past your action limit, but you could spend them to take points away from an attacking enermies action, (making them miss etc, without you having a high enough defence (due to your limits) but remember if he also has Fate points he could counter bid you as well)
This is just rough idea, and should play as effort and luck
What ya think?
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Karma
Nov 15, 2007 16:26:39 GMT -5
Post by pathfinderap on Nov 15, 2007 16:26:39 GMT -5
I know these part of the boards don't get much in the way of traffic, but this has been viewed over 50 times so far,
Wanna add your input?, yes no, maybe, ideas to add, etc
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Karma
Nov 19, 2007 13:22:55 GMT -5
Post by thedragonmaster on Nov 19, 2007 13:22:55 GMT -5
As far as it taking from an enemies action, now it's stepping on the toes of (Bad) Luck. So then if you add this system in, why would anyone bother with purchasing luck at MN + 6 when they could buy this system cheaper?
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Karma
Nov 20, 2007 8:39:19 GMT -5
Post by pathfinderap on Nov 20, 2007 8:39:19 GMT -5
Simple, you can run (Bad) Luck as much as you want, if you have it as an action, fate points on the other hand are very limited to just a few the whole adventure, and thats it,
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