Forum changes: Editing of posts has been turned off until further notice.
Started by Zak Arntson, July 31, 2002, 12:55:53 AM
Quote from: Zak ArntsonNow, my Players pointed out that Aware and Fight were used most of the time, with Stamina and Research showing up just a few times. They weren't happy with the fact that they pumped a ton of points into little-used Skills.
QuoteI want to balance Character effectiveness, yet still provide a point-based creation system. Players are comfortable with visible points on their sheets, and I want to keep this.Here are my thoughts:Role - Shouldn't have a score. It came in rarely during play. You can use your Role for an extra die.Shoot & Fight - Shoot is only good when you've got guns, so instead I'll providing two or three Fight Skills, each with a separate Descriptor (use Descriptors for bonus dice)
QuotePersuade and Research are going to be used mostly during the investigation phase, so these aren't too important. Should I combine them into one Skill? Maybe a Discover Skill?Aware and Fight seem to be the most commonly used. I'm splitting Fight into three Skills, but what to do with Aware? It's called into question a ton. Should it be a point-less Skill like Role? Where you can just get a bonus die by using your Aware Descriptor?
QuoteSince this game is more about the crazy action than being better than the other Characters, I'm thinking about reducing the effectiveness of a Skill's score. So here's the new proposed resolution system (and what I'd love to get opinions on):Proposed Skill UseEach Skill has a Score from 1 on up (5 being a tentative maximum).When you use a Skill you roll 3 dice. AFTER the roll, when you see how many successes you have rolled, you can opt to spend x Skill points and you add x dice to your pool.At the end of each Stage (in Chthonian this means a big boss-fight), you get back your Skill scores.Has anyone used a system similar to this? I'm curious as to how it will play out. I will most likely try it out this coming Monday.---
QuoteIf I do go this route, I'm also considering successes made during the investigation phases add to a "points pool" to be used for any roll made later on. This way the high Persuade & Research characters, by gleaning information on their situation, can pump up their combat & physical rolls. This would serve toa) Encourage investigation & research, andb) Characters who do better at Research can increase their effectiveness during combat, evening out their poor combat skills.This would, using a one research/learning/persuade success = 1 die for the pool, tend to put a portion of your Research/Persuade points towards your Fight/Aware/Stamina, while still allowing the combat-oriented characters to have a mariginally higher effectiveness.Unfortunately, these rules may be too specialized for Persuade and Research. This could be made simpler by saying "each success on a non-physical roll provides a point to your bonus pool".Thoughts on this?
Quote from: Jared A. SorensenJust lump 'em together. Aware and Research are close enough to be the same thing, as are Fight and Stamina.- J
Quote from: BailywolfHELLBOY
Quote from: Zak ArntsonWhat do you think of changing "Disorder" to "Attitude?" So instead of concentrating on Phobias and Tics, you get more of an action-oriented feel? Your Attitudes become "Hates a guy in uniform," or "Can't stand cramped spaces."
Quote from: BailywolfAnd a side note here... by "TA" do you mean Teaching Assistant? A demon zombie Teaching Assistant? I thought this was a game of fantasy...