Post by dorkknight23 on May 6, 2006 13:33:54 GMT -5
Some Experience-Related House Rules I’m thinking about using for Gene Nation. Thoughts?
Improving Abilities Above 3:
“Because, hey, Daredevil did it…”
It should be really expensive and not worth anyone’s time to improve an ability above 3. However, the option should still be available for those willing to throw good lines after bad. To increase an ability beyond three costs double the normal cost. For example, to boost an ability from 2 to 3 costs 10 lines, but to boost it from 3 to 4 costs 20. In cases of intelligence when used for energy, this cost is doubled (for example, increasing from 3 to 4 would cost 40 lines,) or tripled in the case of durability (or any rare usage of the “half-fairy blood” challenge; so increasing from 3 to 4 would cost 60 lines.) The transitions follow the cost chart, so improving an ability from 6 to 7 requires 40 lines, from 7 to 8 60 lines, and so on.
Improving Modifiers With Lines:
Sometimes you don’t have the stones for the modifier you want. That’s okay. You can improve your modifiers by adding lines of experience, at a rate of 2 lines/red stone of cost (or 6 lines/white stone.) Options can be bought, at the equivalent of the increase to cost (For example, someone with toughness +1 wants to add "No armor penetration." The difference between cost level 4 and 5 is 1 white stone, so it costs him 6 lines to acquire the option.)
Adding Modifiers:
The 2 lines/red stone conversion can be used also if attempting to purchase modifiers like mental defense, toughness, reflexive dodge, or targeting. (It is the GM’s prerogative to limit some purchases, and allow others.) The player finds the normal cost, and pays for it at the rate of 2 lines per red stone or 6 lines per white stone (for example, Toughness +1 normally costs 2 white stones, this costs 12 lines at a rate of 6 lines per white stone.)
Improving Abilities Above 3:
“Because, hey, Daredevil did it…”
It should be really expensive and not worth anyone’s time to improve an ability above 3. However, the option should still be available for those willing to throw good lines after bad. To increase an ability beyond three costs double the normal cost. For example, to boost an ability from 2 to 3 costs 10 lines, but to boost it from 3 to 4 costs 20. In cases of intelligence when used for energy, this cost is doubled (for example, increasing from 3 to 4 would cost 40 lines,) or tripled in the case of durability (or any rare usage of the “half-fairy blood” challenge; so increasing from 3 to 4 would cost 60 lines.) The transitions follow the cost chart, so improving an ability from 6 to 7 requires 40 lines, from 7 to 8 60 lines, and so on.
Improving Modifiers With Lines:
Sometimes you don’t have the stones for the modifier you want. That’s okay. You can improve your modifiers by adding lines of experience, at a rate of 2 lines/red stone of cost (or 6 lines/white stone.) Options can be bought, at the equivalent of the increase to cost (For example, someone with toughness +1 wants to add "No armor penetration." The difference between cost level 4 and 5 is 1 white stone, so it costs him 6 lines to acquire the option.)
Adding Modifiers:
The 2 lines/red stone conversion can be used also if attempting to purchase modifiers like mental defense, toughness, reflexive dodge, or targeting. (It is the GM’s prerogative to limit some purchases, and allow others.) The player finds the normal cost, and pays for it at the rate of 2 lines per red stone or 6 lines per white stone (for example, Toughness +1 normally costs 2 white stones, this costs 12 lines at a rate of 6 lines per white stone.)