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==Armor==
+
==Character Sheet/Template Redesign==
  
I think our example character should have armor. This would lengthen the character generation and combat examples, but I think this is important enough to warrant the extra effort.
+
===New Character Sheet===
  
:I am currently working on the Squawk RPG book, once the first rough draft is together I'll revisit MaM for this and other editorial enhancements. (I'm waiting for the rough draft to get done so I know what '''I''' need MaM to do.)[BFG]
+
This character sheet is intended to serve for both characters and templates. It should have everything you need to modify a character (including template modifications) except for information like special CP which is part of the ability list.
  
==Organization==
+
NAME                              AGE      SEX      TEMPLATE
 +
_________________________________  _______  _______  ________________________
 +
 +
OCCUPATION(S)                                        BUILD
 +
___________________________________________________  ________________________
 +
 +
MASS  temp. ________ kg            CP    Template Build Ability Total Half
 +
        char. ________ kg  Agility (______) ________+_____        =_____
 +
                            Speed (______) ________              =_____
 +
LENGTH temp. ________ m    Health (______) ________+_____+_______=_____ ____
 +
        char. ________ m    Power (______) ________+_____        =_____ ____
 +
        type  ________            (______)
 +
 +
Grip              _____    ABILITIES              Template    Character
 +
Carrying Capacity _____ kg  and disabilities      CP    Mod    CP    Lvl Mod
 +
Equipment Mass    _____ kg  ___________________ (______) ___ (______) ___ ___
 +
Encumbrance      _____    ___________________ (______) ___ (______) ___ ___
 +
Speed-Encumbrance _____    ___________________ (______) ___ (______) ___ ___
 +
Stride            _____    ___________________ (______) ___ (______) ___ ___
 +
ground movement  _____ m  ___________________ (______) ___ (______) ___ ___
 +
water movement    _____ m  ___________________ (______) ___ (______) ___ ___
 +
air movement      _____ m  ___________________ (______) ___ (______) ___ ___
 +
climbing movement _____ m  ___________________ (______) ___ (______) ___ ___
 +
                            ___________________ (______) ___ (______) ___ ___
 +
    Template CP (_______)  ___________________ (______) ___ (______) ___ ___
 +
        Build CP (_______)  ___________________ (______) ___ (______) ___ ___
 +
      Ability CP (_______)  ___________________ (______) ___ (______) ___ ___
 +
        Total CP (_______)                      (______)
 +
 +
NATURAL WEAPONS    Dex Qty Cmb Reach  Power  Shp  RchCP ShpCP QtyCP    CP
 +
__________________ ___ ___ ___ _____ ___-___ ___ (_____+_____+_____)=(______)
 +
__________________ ___ ___ ___ _____ ___-___ ___ (_____+_____+_____)=(______)
 +
__________________ ___ ___ ___ _____ ___-___ ___ (_____+_____+_____)=(______)
 +
                                                                      (______)
 +
NATURAL ARMOR      Abs Cvr  AbsCP    CP     
 +
__________________ ___ ___x(_____)=(______)      Manual Dexterity CP (______)
 +
__________________ ___ ___x(_____)=(______)
 +
                                    (______)
 +
 +
EQUIPMENT      special modifiers Qty Mass Heft Cmb Reach Cvr Abs  Power  Shp
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
 +
                    STUN                |                DAMAGE
 +
                                        |
 +
                                        |
 +
                                        |
  
I have re-ordered the sections on the [[Mano a Mano|Table of Contents]] and [[Mano a Mano:Complete System|Complete System on One Page]] to reflect this. The broad overview of Gameplay is still first, followed by Action, Character Development, Character Creation and finally Game Design. We will probably want to make further changes so that the system makes sense when presented in this order. We may even want to move the example Ability and Equipment lists into Character Creation or even Character Development. [SL]
+
===Character Sheet used for a Template===
  
: Yeah, that's what I figuredNow it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]
+
NAME                              AGE      SEX      TEMPLATE
 +
_________________________________  _______  _______  Sabretooth Penguin
 +
 +
OCCUPATION(S)                                        BUILD
 +
___________________________________________________  ________________________
 +
 +
MASS  temp40 - 90 kg            CP    Template Build Ability Total Half
 +
        char. ________ kg  Agility (  0  )    4  +_____        =_____
 +
                            Speed (  0  )    2                =_____
 +
LENGTH temp. 0.75-1.5 m    Health (  0  )    0  +_____+_______=_____ ____
 +
        char. ________ m    Power (  0  )    4  +_____        =_____ ____
 +
        type  height              (  0  )
 +
 +
Grip              _____    ABILITIES              Template    Character
 +
Carrying Capacity _____ kg  and disabilities      CP    Mod    CP    Lvl Mod
 +
Equipment Mass    _____ kg  swimming            (  600 )  3  (______) ___ ___
 +
Encumbrance      _____    ___________________ (______) ___ (______) ___ ___
 +
Speed-Encumbrance _____    ___________________ (______) ___ (______) ___ ___
 +
Stride            _____    ___________________ (______) ___ (______) ___ ___
 +
ground movement  _____ m  ___________________ (______) ___ (______) ___ ___
 +
water movement    _____ m  ___________________ (______) ___ (______) ___ ___
 +
air movement      _____ m  ___________________ (______) ___ (______) ___ ___
 +
climbing movement _____ m  ___________________ (______) ___ (______) ___ ___
 +
                            ___________________ (______) ___ (______) ___ ___
 +
    Template CP (  1200 )  ___________________ (______) ___ (______) ___ ___
 +
        Build CP (_______)  ___________________ (______) ___ (______) ___ ___
 +
      Ability CP (_______)  ___________________ (______) ___ (______) ___ ___
 +
        Total CP (_______)                      (______)
 +
 +
NATURAL WEAPONS    Dex Qty Cmb Reach  Power  Shp  RchCP ShpCP QtyCP    CP
 +
claws and teet      0  3  ___ 0.5 m ___-___  3  ( 100 + 400 + 100 )=(  600 )
 +
__________________ ___ ___ ___ _____ ___-___ ___ (_____+_____+_____)=(______)
 +
__________________ ___ ___ ___ _____ ___-___ ___ (_____+_____+_____)=(______)
 +
                                                                      (______)
 +
NATURAL ARMOR      Abs Cvr  AbsCP    CP     
 +
__________________ ___ ___x(_____)=(______)      Manual Dexterity CP (______)
 +
__________________ ___ ___x(_____)=(______)
 +
                                    (______)
 +
 +
EQUIPMENT      special modifiers Qty Mass Heft Cmb Reach Cvr Abs  Power  Shp
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
_______________ _________________ ___ ____ ____ ___ _____ ___ ___ ___-___ ___
 +
 +
                    STUN                |                DAMAGE
 +
                                        |
 +
                                        |
 +
                                        |
  
==Editing Character Sheet==
+
===Character Sheet used for a Character===
  
If you change the character sheet format when editing any of the following, you must update the others:
+
NAME                              AGE      SEX      TEMPLATE
 +
Modre                              _______  male    Sabretooth Penguin
 +
 +
OCCUPATION(S)                                        BUILD
 +
Robber                                              average
 +
 +
MASS  temp.  40 - 90 kg            CP    Template Build Ability Total Half
 +
        char.      60 kg  Agility (  0  )    4  +  0          =  4
 +
                            Speed (  0  )    2                =  2
 +
LENGTH temp. 0.75-1.5 m    Health (  0  )    0  +  0  +  5  =  5    2
 +
        char.      1.0 m    Power (  0  )    4  +  0          =  4    2
 +
        type  height              (  0  )
 +
 +
Grip                8      ABILITIES              Template    Character
 +
Carrying Capacity    3  kg  and disabilities      CP    Mod    CP    Lvl Mod
 +
Equipment Mass      0.5 kg  swimming            (  600 )  3  (  300 )  2  5
 +
Encumbrance          0      one-handed weapons  (______) ___ (  600 )  3  3
 +
Speed-Encumbrance    2      fishing            (______) ___ (  100 )  1  1
 +
Stride              1      craftsmanship      (______) ___ (  300 )  2  2
 +
ground movement      2  m  ___________________ (______) ___ (______) ___ ___
 +
water movement      10  m  ___________________ (______) ___ (______) ___ ___
 +
air movement            m  ___________________ (______) ___ (______) ___ ___
 +
climbing movement    1  m  ___________________ (______) ___ (______) ___ ___
 +
                            ___________________ (______) ___ (______) ___ ___
 +
    Template CP (  1200 )  ___________________ (______) ___ (______) ___ ___
 +
        Build CP (    0 )  ___________________ (______) ___ (______) ___ ___
 +
      Ability CP (  1300 )  ___________________ (______) ___ (______) ___ ___
 +
        Total CP (  2500 )                      (  600 )
 +
 +
NATURAL WEAPONS    Dex Qty Cmb Reach  Power  Shp  RchCP ShpCP QtyCP    CP
 +
claws and teet      0  3  ___ 0.5 m ___-___  3  ( 100 + 400 + 100 )=(  600 )
 +
__________________ ___ ___ ___ _____ ___-___ ___ (_____+_____+_____)=(______)
 +
__________________ ___ ___ ___ _____ ___-___ ___ (_____+_____+_____)=(______)
 +
                                                                      (  600 )
 +
NATURAL ARMOR      Abs Cvr  AbsCP    CP     
 +
__________________ ___ ___x(_____)=(______)      Manual Dexterity CP (    0 )
 +
__________________ ___ ___x(_____)=(______)
 +
                                    (______)
  
* [[Mano a Mano:Example Template|Example Template]]
+
===Compact Character Sheet===
* [[Mano a Mano:Example Character|Example Character]]
 
* '''Clone''' character sheet in the [[Mano a Mano:Combat Example|Combat Example]]!
 
  
Be sure you know which character sheet you are updating:
+
Name_______________________ Template______________
 +
Occupation(s)_____________________________________
 +
_____kg _____m  Age_____ Sex_____ Build___________
 +
Abilities_________________________________________
 +
Agi Spd Hlth Pwr  ground  water    air  climbing
 +
___ ___ ____ ___  _____ m _____ m _____ m _____ m
 +
Equipment      special Qty Cmb Rch Cvr Abs Pwr Shp
 +
______________ _______ ___ ___ ___ ___ ___ ___ ___
 +
______________ _______ ___ ___ ___ ___ ___ ___ ___
 +
______________ _______ ___ ___ ___ ___ ___ ___ ___
 +
______________ _______ ___ ___ ___ ___ ___ ___ ___
 +
______________ _______ ___ ___ ___ ___ ___ ___ ___
 +
          Stun          |        Damage
  
* The template creation example includes both the blank character sheet and the example template.
+
The compact character sheet is for characters who will not change, but need combat stats and a few other abilities and some description. It is roughly the size of a 3x5 card, but to have even thin margins it would need to be printed in a  9 pt font. Do not list abilities whose only purpose is contributing to combat bonuses on the equipment list. Mass and heft have been removed from the equipment list. If a weapon is unwieldy, put "unwieldy" in the special column. Half health and half power have been removed.
* The character creation example includes both the example template and the example character sheet.
+
 
 +
An even more compact character sheet would be a list of information all on one line, separated by commas. Superfluous labels [especially labels in square brackets] and other unnecessary blank space would be removed.
 +
 
 +
;Format
 +
:____________________________ [name],
 +
:___________ [build] (_____kg [mass], _______m [length])
 +
:_____ [age] _____ [sex] __________ [template]
 +
:____________________________________ [occupations],
 +
:___ Agi, ___ Spd, ___ Health, ___ Pwr,
 +
:____ m ground [movement], ____ m water [movement], ____ m air [movement], ____ m climb [movement],
 +
:___ [modifier] ___________ [ability name],
 +
:___ [modifier] ___________ [ability name],
 +
:___ [modifier] ___________ [ability name],
 +
:___ [modifier] ___________ [ability name],
 +
:___ [quantity] ___________ [item name] (______ [special], _____ m [reach], ___Cmb, ___Cvr, ___Abs, ___Pwr, ___Shp),
 +
:___ [quantity] ___________ [item name] (______ [special], _____ m [reach], ___Cmb, ___Cvr, ___Abs, ___Pwr, ___Shp),
 +
:___ [quantity] ___________ [item name] (______ [special], _____ m [reach], ___Cmb, ___Cvr, ___Abs, ___Pwr, ___Shp),
 +
:___ [quantity] ___________ [item name] (______ [special], _____ m [reach], ___Cmb, ___Cvr, ___Abs, ___Pwr, ___Shp),
 +
:___ [quantity] ___________ [item name] (______ [special], _____ m [reach], ___Cmb, ___Cvr, ___Abs, ___Pwr, ___Shp)
 +
 
 +
;Example
 +
:Modre, average (60 kg, 1.0 m) male Sabretooth Penguin Robber, 4 Agi, 2 Spd, 5 Health, 2-4 Pwr, 2 m ground, 10 m water, 1 m climb, 5 swimming, 3 one-handed weapons, 1 fishing, 2 craftsmanship, 3 claws and teeth (0.5 m, 4 Cmb, 2-4 Pwr, 3 Shp), Ice Blade (1.5 m, 7 Cmb, 3-6 Pwr, 2 Shp)
 +
 
 +
===New Compact Template===
 +
 
 +
In this compact form, the template is presented as a list of information in a specific order and format, separated by commas. This should be simplified by removing extra labels [in square brackets] and "blanks" (such as Dex for weapons that have no dexterity, Shp for weapons that have no sharpness, or extra lines for abilities, armor and weapons you don't have.)  Also, get rid of extra white space and put everything on a single line.
 +
 
 +
;Format
 +
:_____________ [template name]
 +
:______-______ kg [mass],
 +
:______-______ m [length] ___________ [length type],
 +
:__________ CP,  ___ Agi, ___ Spd, ___ Health, ___ Pwr,
 +
:___ [modifier] ____________ [ability name],
 +
:___ [modifier] ____________ [ability name],
 +
:___ [modifier] ____________ [ability name],
 +
:___ [modifier] ____________ [ability name],
 +
:________________ [natural armor type] ( _____ Abs,  _____ Cvr),
 +
:________________ [natural armor type] ( _____ Abs,  _____ Cvr),
 +
:___ [quantity] _________________ [natural weapon] (_____ m [reach], ___ Shp,    ___ Dex),
 +
:___ [quantity] _________________ [natural weapon] (_____ m [reach], ___ Shp,    ___ Dex),
 +
:___ [quantity] _________________ [natural weapon] (_____ m [reach], ___ Shp,    ___ Dex)
 +
 
 +
;Example
 +
:Sabretooth Penguin 40 - 90 kg, 0.75 - 1.5 m height, 1200 CP, 4 Agi, 2 Spd, 0 Health, 4 Pwr, 3 swimming, 3 claws and teeth (0.5 m, 3 Shp, 0 Dex)
 +
 
 +
==Dimensional Variance==
 +
 
 +
Builds sorted by degree of variance with length and mass adjustments:
 +
 
 +
{| style="text-align:center"
 +
! align="left" | Build
 +
! width="2" | !! Length
 +
! width="2" | !! Mass
 +
! width="2" | !! Power
 +
! width="2" | !! Health
 +
! width="2" | !! Agility
 +
|-
 +
! align="left" | No Variation      !! !! ±0      !! !! ±0          !! !! ±0 !! !! ±0 !! !! ±0
 +
|-
 +
| align="left" | average            || || average || || average || ||  0 || ||  0 || ||  0
 +
|-
 +
! align="left" | Low Variation      !! !! ±10% avg !! !! ±30% avg    !! !! ±2 !! !! ±4 !! !! ±1
 +
|-
 +
| align="left" | fast              || ||  -10%  || ||  -30%  || ||  0 || ||  0 || || +1
 +
|-
 +
| align="left" | delicate          || ||  -10%  || ||  -30%  || ||  0 || || -4 || ||  0
 +
|-
 +
| align="left" | feeble            || ||  -10%  || ||  -20%  || || -2 || || -4 || || -1
 +
|-
 +
| align="left" | wimpy              || || average || ||  -10%  || || -2 || ||  0 || ||  0
 +
|-
 +
| align="left" | fast and tough    || || average || ||  +10%  || ||  0 || || +4 || || +1
 +
|-
 +
| align="left" | fast and powerful  || ||  +10%  || ||  +20%  || || +2 || ||  0 || || +1
 +
|-
 +
| align="left" | tough              || ||  +10%  || ||  +30%  || ||  0 || || +4 || ||  0
 +
|-
 +
| align="left" | powerful          || ||  +10%  || ||  +30%  || || +2 || ||  0 || ||  0
 +
|-
 +
! align="left" | Medium Variation  !! !! ±20% avg !! !! ±70% avg    !! !! ±2 !! !! ±4 !! !! ±1
 +
|-
 +
| align="left" | small              || ||  -20%  || ||  -50%  || || -2 || || -4 || || +1 ||
 +
|-
 +
| align="left" | small and powerful || ||  -20%  || ||  -50%  || ||  0 || || -4 || || +1 ||
 +
|-
 +
| align="left" | small and tough    || ||  -20%  || ||  -50%  || || -2 || ||  0 || || +1 ||
 +
|-
 +
| align="left" | puny              || ||  -10%  || ||  -30%  || || -2 || || -4 || ||  0 ||
 +
|-
 +
| align="left" | slow              || || average || ||  +50%  || ||  0 || ||  0 || || -1 ||
 +
|-
 +
| align="left" | big                || ||  +20%  || ||  +70%  || || +2 || || +4 || || -1 ||
 +
|-
 +
| align="left" | big and fast      || ||  +20%  || ||  +50%  || || +2 || || +4 || ||  0 ||
 +
|-
 +
! align="left" | High Variation    !! !! ±30% avg !! !! -70% to +200% avg !! !! ±4 !! !! ±8 !! !! ±2
 +
|-
 +
| align="left" | tiny              || ||  -30%  || ||  -70%  || || -4 || || -8 || || +2 ||
 +
|-
 +
| align="left" | tiny and powerful  || ||  -30%  || ||  -60%  || || -2 || || -8 || || +2 ||
 +
|-
 +
| align="left" | tiny and tough    || ||  -30%  || ||  -60%  || || -4 || || -4 || || +2 ||
 +
|-
 +
| align="left" | small and delicate || ||  -20%  || ||  -60%  || || -2 || || -8 || || +1 ||
 +
|-
 +
| align="left" | small and wimpy    || ||  -20%  || ||  -50%  || || -4 || || -4 || || +1 ||
 +
|-
 +
| align="left" | big and powerful  || ||  +20%  || ||  +80%  || || +4 || || +4 || || -1 ||
 +
|-
 +
| align="left" | big and tough      || ||  +20%  || ||  +90%  || || +2 || || +8 || || -1 ||
 +
|-
 +
| align="left" | big and slow      || ||  +20%  || || +100%  || || +2 || || +4 || || -2 ||
 +
|-
 +
| align="left" | huge              || ||  +30%  || || +200%  || || +4 || || +8 || || -2 ||
 +
|-
 +
| align="left" | huge and fast      || ||  +30%  || || +150%  || || +4 || || +8 || || -1 ||
 +
|-
 +
|}
 +
 
 +
Correlations:
 +
 
 +
Agility    Length          Mass
 +
  -2    +20% to +30%  +100% to +200%
 +
  -1      avg to +30%*  +50% to +150%*
 +
    0    -10% to +20%  -30% to +50%
 +
  +1    -20% to +10%  -60% to +20%
 +
  +2    -30% to -30%  -70% to -60%
 +
 
 +
Health      Length          Mass
 +
  -8    -30% to -20%  -70% to -60%
 +
  -4    -30% to -10%  -60% to -30%*
 +
    0    -20% to +10%  -30% to +50%
 +
  +4      avg to +20%  +10% to +100%
 +
  +8    +20% to +30%  +90% to +200%
 +
 
 +
  Power      Length          Mass
 +
  -4    -30% to -20%  -70% to -50%
 +
  -2    -30% to  avg  -60% to -10%
 +
    0    -20% to +10%  -50% to +50%
 +
  +2    +10% to +20%  +20% to +100%
 +
  +4    +20% to +30%  +80% to +200%
 +
 
 +
(* excluded outlier feeble: -10% length, -20% mass)
 +
 
 +
==Mechanical vs. Organic Characters==
 +
 
 +
Being a mechanical character is an ability with a special CP of 0, no levels and no modifiers. A mechanical character does not heal, but can be repaired using craftsmanship and abilities which allow characters to modify mechanical characters. Mechanical characters can be repaired more quickly than an organic character heals. Mechanical characters do not require surgery rolls when they are modified.
 +
 
 +
Characters who do not have this ability are called organic characters. The main difference between mechanical and organic characters is how they are affected by trauma. (A very complex robot which can heal itself but can be easily destroyed by an attempted modification might not have the mechanical character ability.) Mechanical characters do not decay as quickly as organic creatures, so they can be easier to resuscitate from fatal injuries.
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:There is a question as to weather or not the characteristic of being organic vs. being mechanical should have a Character Point value.  For the time being we are just trying to balance out the advantages so that this characteristic is character-point neutral.
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:How fast can mechanical characters be repaired?  Are repairs more like modifications or like medicine/healing rolls?  If mechanical character ability had a level it might be a bonus to being repaired.
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:Do mechanical characters recover from stun like normal characters?  I would lean toward "yes" as there are lots of temporary mechanical problems even a simple machine can work out itself, especially autonomous and semi-autonomous robots with redundant systems (NASA probes often recover themselves after the ground crew writes them off as down for the count, and they usually have minor problems which require adjustment and slow down the mission but don't cause lasting damage.)
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==Combat Abilities==
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Currently we only have two kinds of combat abilities:
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;Weapon Proficiency: Abilities which modify combat modifiers are weapon proficiencies, because you have one combat modifier per weapon.  Weapon Proficiencies can be as specific as a single weapon or as broad as you like (you could have a weapon proficiency which applies to all weapons) but they apply to any use of the weapon's combat modifier.
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;Athletic Abilities: Athletic abilities improve your health, allowing you to fight longer even when you get hurt.  Your best two athletic abilities affect your health, and it doesn't really matter which athletic abilities they are.
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The most obvious thing missing is abilities that affect ''how'' you fight with a given weapon - abilities which give you an advantage to using certain classes of actions over others.  For example experience competing in wrestling might improve your grappling more than it improves your striking ability.  How would these abilities work?  Would they add another column to the equipment list, or would they give you special modifiers (like the Grp, Atk, Par modifiers.) or would they be added directly to combat rolls?  Would we have some combat modifiers be independent of the equipment list, and not affected by which weapon you use?
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==Limitations==
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We need to expand the coverage of limitations to character creation and development in the Game Design section.
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* CP Allowance (How much CP for heroic or super-heroic characters?)
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* Sex (based on template?  Should templates have a "sexes" property?)
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* Age
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* Templates (PC vs. NPC)
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* Build (depends on templates. Dogs vary more than cats, and birds even less)
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* Missing limbs
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* Disabilities
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** A game should allow no disabilities beyond those built into the templates, or at least have limitations like one disability per character, no more than -1000 CP of disabilities, and only those disabilities that have unavoidable consequences.
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** A game with a GM may have a bigger disability list because he GM can moderate the role-playing of those disabilities. Players need the GM's permission to give characters disabilities beyond template disabilities. The GM may have stricter limitations than the game requires, not allow some disabilities, or decide on a case-by-case basis.
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* Ability levels (character creation and training)
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* Equipment (character creation and shopping)
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* Occupations?
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** limitations are basically built-in to occupations
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** but the occupations section feels like it needs work
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* Reach? (requires a rule allowing characters to have more or less reach than their template)
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==Ability Checks in Combat==
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At times a GM might ask players to perform an ability check during a round of combat.  My opinion is that players should not add their ability bonus to the check unless they specifically have established that they are using the ability.  If the check is called before the player's turn and the player stated the use of the ability before the beginning of combat.  The player would be allowed to add their ability bonus.  If the check is called after the player's turn then the player would not be allowed to add their ability bonus the unless they specifically use at least a quick action to use the ability. --[[User:Ulrich|ulrich]] 11:00, 2005 Jul 2 (CEST)
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:A classic example is watching out for traps during combat. If the traps are so well hidden that an ability roll is required, at least one of the PCs should spend a whole turn looking for traps instead of fighting. If the story requires the characters to fall into a trap, it should be impossible to find (or impossible to avoid if you do find it.) If this is not a good time in the story for the characters to fall into a trap, or if the characters have been specifically looking for traps as they go along, it doesn't make sense to ask them to make routine checks for traps. --[[User:SerpLord|SerpLord]] 15:17, 8 December 2005 (CET)

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