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  #11 (permalink)  
Old April 17th, 2008
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Quote:
Originally Posted by Jason Durall View Post
For what it's worth, there is a longish section called "Powered Characters versus Non-Powered Characters" in BRP that addresses this issue.

Some of the options presented are:
  • Allowing the non-powered characters more skill points to construct their characters with. This head-start should prove decisive throughout a campaign.
  • Allowing non-powered characters to invest in non-flashy powers like Defense, etc. that are technically powers but could be characterized in gameplay as "catlike reflexes, exceptional luck, etc."
  • Allowing non-powered characters to invest "character points" into stuff like exceptional gear, etc. to help them compete.
Elsewhere in the book, I discuss the nature of balance and how it's the GM's job to make sure that a campaign is balanced. For example, if you're running a criminal investigation scenario and one of the PCs is a police detective, he/she has a distinct advantage over the player who picked "student" or "priest" as their profession. There are some guidelines as to how to achieve this, but it's very general as that sort of stuff is intrinsically setting-specific.

Still elsewhere in the book are the Fate Point rules, allowing players to spend power points to affect dice results. This isn't a magic bullet to end the perceived problem, but given a finite number of power points, having non-powered characters using them to augment skill/combat rolls and having powered characters using them for powers seems to balance things considerably. (Incidentally, this very problem is why I introduced the Fate Point system - giving non-powered characters something to do in gameplay with power points.)

Hope this helps.
Oh, I'm really glad to hear all of these options!

Could you tell me how characters earn Powers using these rules? Are there guidelines? I know back in Superworld there were ways to earn new Power Points (or whatever they were called) but it was quite difficult and certainly wouldn't have translated to a fantasy campaign.

Ack, I wish that book would hurry up and come out. Any idea when it will be released in the UK?
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  #12 (permalink)  
Old April 17th, 2008
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Bushido has some rules which might help in this situation. You character gets to pick a certain number of skills (1 per Int point for example). These skills advance as normal. Every other skill has a penalty when trying to learn them. So, in BRP, you might have a character pick a certain number of skills (these might be the skills that the character regularly practices at if you need an in-game rational for the rules). A successful advancement check might give 1d6 point to a "practiced" skill but only 1d3 to a "non-practiced skill". That way fighters can learn magic or magic-users can learn fighting but they will each be hindered in the other's specialty. It would work for rogue-type characters as well, keeping them from outdoing the regular fighter guys in combat.

BTW-I'm not very familiar with the new BRP rules. Are there options for some skills being more difficult to learn that others?


Aaron
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  #13 (permalink)  
Old April 17th, 2008
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Quote:
Originally Posted by Tywyll View Post
Oh, I'm really glad to hear all of these options!
Glad to let you know about them.
Quote:
Originally Posted by Tywyll View Post
Could you tell me how characters earn Powers using these rules? Are there guidelines?
Each power type has a different method, and is addressed with that power. In general, you study to learn more magic and/or sorcery, mutations are gained through exposure to radiation or other mutagens, psychic abilities are gained through training or involuntary means (stress, for example), and super powers are gained through the GM awarding more "character points" or through some story-based means.
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Any idea when it will be released in the UK?
I don't even know exactly when it goes to press, or will be available in the U.S., much less the U.K.
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Old April 18th, 2008
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Between this thread and the adding mrq thread I was churning up some ideas. They may be unpalatable to some but are only in the proto stage.

Without the Divine magic siphoning off Pow points, characters may build them up pretty quickly. The only two permanent magic point bleeders I recall are staffs and familiars and that only one point a piece. What about buying these powers, feats, heroic abilities with permanent Pow points? Much like super Powers.

I think that is what Jason is saying here:

Quote:
Allowing non-powered characters to invest in non-flashy powers like Defense, etc. that are technically powers but could be characterized in game play as "catlike reflexes, exceptional luck, etc."
To explain this may be a stretch for some, but the idea is that a fighter type would spend much of his concentration, reflection, practice time, etc. on certain combat moves.

If that was the case I was trying to think of other appropriate non-flashy powers that could be bought that would fit a fantasy setting and would particularly benefit non-magic users other than simply increasing skills.

What about buying a weapon specialty that would increase the special hit (impale, crush, slash) with that particular weapon 1% per permanent Pow invested.
or
Buying the ability to aim well with a weapon. May change the die roll on the hit location die by one point per Pow Sacrifice.
or
A defense specialist that may subtract 10 from the 30% penalty on subsequent parries. For three points they may parry twice per round with no penalty.

All three of these would require a cap of say 5 points to prevent things getting out of hand, but they may work….. I think. Any other possibilities?
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Old April 18th, 2008
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Quote:
Originally Posted by Puck View Post
Between this thread and the adding mrq thread I was churning up some ideas. They may be unpalatable to some but are only in the proto stage.

Without the Divine magic siphoning off Pow points, characters may build them up pretty quickly. The only two permanent magic point bleeders I recall are staffs and familiars and that only one point a piece. What about buying these powers, feats, heroic abilities with permanent Pow points? Much like super Powers.
Won't there be Enchantment rules, which would be another way to remove POW points?

Quote:

To explain this may be a stretch for some, but the idea is that a fighter type would spend much of his concentration, reflection, practice time, etc. on certain combat moves.

If that was the case I was trying to think of other appropriate non-flashy powers that could be bought that would fit a fantasy setting and would particularly benefit non-magic users other than simply increasing skills.

What about buying a weapon specialty that would increase the special hit (impale, crush, slash) with that particular weapon 1% per permanent Pow invested.
or
Buying the ability to aim well with a weapon. May change the die roll on the hit location die by one point per Pow Sacrifice.
or
A defense specialist that may subtract 10 from the 30% penalty on subsequent parries. For three points they may parry twice per round with no penalty.

All three of these would require a cap of say 5 points to prevent things getting out of hand, but they may work….. I think. Any other possibilities?
See I think these are great ideas. Other options might include:
1) More Damage with a specific type of weapon
2) Ability to negate some armor
3) Ability to 'roll with a blow' (i.e. innate armor)
4) Increase range with missile weapons
5) Decreased reload time with MW
6) Ability to reduce opponent's dodge/parry
7) Increase Initiative (or Strike Ranks, or however they are handled now)
8) Bonus with a specific weapon (if weapon skills are grouped, like 1H Edged)

Just some thoughts off the top of my head.
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Old April 18th, 2008
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Just some things to ponder:
Quote:
Originally Posted by Tywyll View Post
Other options might include:
1) More Damage with a specific type of weapon
It's not a specific type of weapon thing, but Fate Points let you spend them to achieve a maximum damage result with a weapon damage roll.
Quote:
Originally Posted by Tywyll View Post
3) Ability to 'roll with a blow' (i.e. innate armor)
That can also be done with Fate Points, or as the Armor super power.
Quote:
Originally Posted by Tywyll View Post
6) Ability to reduce opponent's dodge/parry
A function of the Martial Arts super power.
Quote:
Originally Posted by Tywyll View Post
8) Bonus with a specific weapon (if weapon skills are grouped, like 1H Edged)
The Super Skill super power handles that.
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  #17 (permalink)  
Old April 18th, 2008
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Quote:
Originally Posted by Jason Durall View Post
Just some things to ponder:
Just let me say: Sweet!
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Old April 18th, 2008
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Quote:
Originally Posted by Jason Durall View Post
Fate Points let you spend them to achieve a maximum damage result with a weapon damage roll...
That can also be done with Fate Points, or as the Armor super power. ...
A function of the Martial Arts super power. ...
The Super Skill super power handles that.
Since the use of Fate Points and/or Powers are options, the GM has total control over whether they are used in his/her campaign - right?

So a GM could put conditions on their use. (Surely it doesn't have to be a simple "Yes/No"...?)

So, under the Rules As Written, a GM would be perfectly entitled to say, for examples:
1) If you have a weapon skill of 100%+, you can spend FP to maximize Damage with that specific type of weapon
2) If you have a weapon skill of 150%+, you can spend FP to activate an Ability to negate some armor
3) If you have 100%+ Dodge, you can spend FP to activate an Ability to 'roll with a blow' (i.e. innate armor)
etc...

True?
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Old April 18th, 2008
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Originally Posted by frogspawner View Post
Since the use of Fate Points and/or Powers are options, the GM has total control over whether they are used in his/her campaign - right?

So a GM could put conditions on their use. (Surely it doesn't have to be a simple "Yes/No"...?)

True?
Absolutely.

They're an optional part of the system, and the applications are provided as "possible" uses.

Each GM should use them in a way that feels appropriate, and attach whatever conditions might be suitable. Ignoring the optional Fate Point system entirely is a valid choice (as with all of the optional rules).
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Old April 18th, 2008
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Quote:
Just some things to ponder:
Time to give another more in depth gander at fate points and powers. Man, this book is just pregnant with possibilities.
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