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Character Development Mechanics

Started by Ar Kayon, January 20, 2010, 07:52:48 AM

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Ar Kayon

Skill Development
1. You may develop your skills after x amount of time provided that:
* you can afford it
* the training is available by profession (doesn't require money) or
* you have access to a trainer; great distance from trainers/facilities or trainers/facilities that cannot be readily accessed or discovered or are otherwise exclusive are unavailable.
Therefore, GM-allowed training time increments must be spent as well as money in order to improve a skill.

2. You may develop a technique or ability after a gaming session provided you have earned enough GM-awarded experience in the appropriate skill discipline. Instead of experience points, you earn experience hours, days, or weeks when you appropriately use a skill in-game. For example, you defeat your enemies in a firefight and the GM awards you with 1 week firearms experience to allocate to any available technique or ability within the firearms skill discipline.

3. Self-Training - Through the use of instructional tools (e.g. manuals), and/or possessing the required attributes. Every 2 or 3(?) self-training hours will equal 1 regular training hour. Naturally, this ratio applies to training days and training weeks. Take note that actual in-game experience time earned (GM-awarded through the appropriate usage of skills) is equal to normal training time.
Every technique or ability will list how many hours/days/weeks are required in order to acquire, as well as the average amount of money (more or less depending upon the GM's discretion) that is required if the technique or ability is not readily available by your character's profession. Techniques and abilities will also list the pre-requisite attributes in order to self-train, as well as specify if it is possible to acquire through experience hours alone - that is without a trainer, a profession availability, or an instructional.


Attribute Development
1. In order to improve your attributes, you need to accumulate attribute points.  These points are accumulated by developing techniques and abilities.  Each technique and ability grants points to attributes that are activated during training.  For example, developing your target shooting technique grants points to your Focus attribute. 
Simple techniques and abilities grant 3 attribute points.  Compound  techniques and abilities grant 6 attribute points, and complex techniques and abilities grant 9 points.

2. An attribute will cap out at 3 points above your base, with the maximum base at 7, which makes the natural human maximum of 10. Your base attributes represent your natural levels without consideration for training of any kind.
* To improve an attribute by the first point requires 15 attribute points.
* To improve an attribute by the second point requires 30 attribute points.
* To improve an attribute by the third point - and beyond, if applicable - requires 45 points.

3. In some cases, it is possible for a character to temporarily or permanently increase an attribute beyond the natural human threshold. Drugs, implants, gear, software, etc. are some ways to do this. For example, Meh Kada has 12 Strength because his natural levels are not only high and also developed, but because he's abused steroids. Pratnavahatdu has 11 Insight because he's attained enlightenment, and Hieronymus has 12 Logic because his Neural Network attachment links him to an intelligence algorithm.

Ar Kayon

Rationale: To simulate actual learning and development instead of utilizing the common gamist approach of accumulating experience points and reaching the next arbitrary threshold of ability.  My approach serves several purposes:
1. It maintains suspension of disbelief through small, gradual and almost imperceptible changes.
2. This small and gradual process, combined with deadly, realistic combat, prevents powergaming and the system losing playability as you advance.
3. Character development in of itself becomes a significant aspect of play, rather than a byproduct of playing. 

((These mechanics are designed for the Nevercast engine.))