Quote:
Originally Posted by AikiGhost
I was thinking of using the passions in their normal way but also giving players a fate point per passion that is 18+, I think this gives players even more of a reason to stick to playing their PCs persona.
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Nice idea, but BRP Fate Points aren't the GM's to give (they are the Power Points you already have, just called Fate Points when spent in certain ways). See what you think of my mechanism, below, which may bend but hopefully doesn't break the BRP rules...
Quote:
Originally Posted by NickMiddleton
Purely off the cuff, but how about, rather than using the fate point mechanic and Allegiance (which is in some ways a fre-form variant of Pendragon's Passions rules), define some "ideals" - sets of say five traits that exemplify a particular ideal / philosophy / worldview and if a character who espouses that ideal has trait scores that qualify (16+ if 1-20 scale, 80+ if 1-100 scale, can't remember how BRP 0 does 'em but think it's 1-100) they get a benefit. Or even, for each qualifying trait they get a minor benefit, and for the full set they get an enhabced benefit?
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Spookily close to a system I've just adopted! I defined, yes,
five traits as "Virtues" for each religion/philosophy/whatever. Priests get minor benefits if they cultivate them; exemplary religious warriors (like RuneLords) get better benefits but have to stick to
all of them, and more rigidly. Other characters can have them (one or two player-picked ones, but could be according to culture, if you like) and so are encouraged to play their chosen persona, because Virtues bring their own reward:
Make a "trait-roll" and a relevant skill is doubled for one attempt, in a suitable situation.
I've translated each trait into skill-like terms, and the players seem to understand and like it better. e.g. "Brave/Cowardly 70/30" would become "Brave 20%". That is, the amount above the 50% norm is the 'skill' percentage. The "trait skills" can gain increases as usual, except that when one has a tick (i.e. a skill-check against it) it can't be used until the increase roll is attempted (to stop them being used all the time!).