Difference between revisions of "Opend20: Contructing Powers"

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[[category:Game System]]
 
[[category:Game System]]
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[[category:OpenD20]]
  
=Powers=
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The following pages will describe each of the possible verb/noun combinations, as well as give examples of what a power ought to be capable of at a given rank.  For purposes of simplicity, a GM (or the designer of the campaign setting) should construct a list of powers ''most likely'' to be used in the campaign.  Note that the list should never be definitive, which would limit the players, but it should help to define the setting, the expected norms of that world or society.
  
In OpenD20, Powers are constructed using a verb/noun system.
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The list of verbs and nouns is likewise not exhaustive.  In a heavily nature-oriented setting, Animals and Plants might (both) deserve their own category.  In a futuristic setting, Computers should probably be separated from Artefacts (and possibly even in a modern setting, too).
  
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It is assumed that the nature of Powers is derived from some sort of quantum state of reality - that is, observation and belief have a strong effect on the accessibility of Powers.  In a setting where most people are unaware of magic, there are no pre-conceived notions about it and so Powers are more mutable; consequently DCs would be lowered.  In a setting where people actively disbelieved in magic (a modern world setting, for instance), then Powers would be much harder to access and consequently DCs would be higher. An order of magnitude is considered to be worth a DC change of 5 points either way - it is up to the GM or the campaign designer to determine what constitutes an order of magnitude.
  
{|
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Similarly, noun-forms which are frequently observered or thought about attract the same kind of cosmic attention. In an arctic setting, ice is frequently thought about, so it is becomes harder to effect - players trying to alter ice using the ''Water'' form would have great difficulty.  It might be that they would need to use an ''Ice'' form.  Characters using ''Ice'' in a non-arctic setting, where Ice is less often thought about, might find that their Powers were relatively enhanced (by way of compensation).
| The verbs are:    || The nouns are:    ||
 
|-
 
|                    ||                    ||
 
|-
 
|                    ||                    ||
 
|-
 
|  change          ||  air              ||  image
 
|-
 
|  create          ||  artefact        ||  ka (soul energy)
 
|-
 
|  control          ||  body            ||  mind
 
|-
 
|  destroy          ||  earth            ||  mana
 
|-
 
|  sense            ||  fire            ||  water
 
|-
 
|  summon          ||                    ||  void/ether
 
|-
 
|____________________||____________________||____________________
 
|}
 
  
Additional variables: Duration, Range.
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Finally, the general assumptions and preconceived notions about particular noun-forms will limit the direction in which Powers can act. In a modern world setting, people don't believe that Lead can be turned into Gold, so consequently it would be that much harder to do.
  
Note that the Elements are alchemical elements, so 'air' includes all forms of gasses, etc.
 
  
  
At this point, it has not been decided whether or not OpenD20 will incorporate dynamic sorcery from such games as Mage or Ars Magica.  Although dynamic sorcery embodies Elegant Simplicity, such a rules system is very trying for inexperienced GMs, and might tremendously overpower 'magical/mystical' characters unless very well implemented.
 
 
At any rate, the most important thing (however the powers system finally works out) is that the rules describe the ''effect'' of the power, not the power itself.  This generally well-applauded approach has been extremely successful in games such as Ars Magica, Exalted and Hero.
 
 
 
 
The current design (still in its infancy) works thus: a power is designed as a verb/noun combination.  For example,  if you want your character Thyman to shoot a laser beam, you would choose 'create' and 'fire', with quite a few ranks in range and no ranks in duration (for a pulse beam; a steady laser beam would require ranks in duration).
 
 
The more ranks, the more potent the power is.  And just like all the skills, every 5 ranks in one area gives a +1 synergy bonus to the associated 'attribute'.  For example, Thyman might have a number of different 'energy beam' powers, in which case he will have a number of powers like 'create fire', 'sense fire', 'control fire', etc.  Ultimately, this gives him a very high synergy from all the 'fire' bonuses.  The same is also true for the 'modifiers', like 'range' and 'duration' - if Thyman purchases a number of long-range powers, there will be a synergy bonus to his 'range' score which will mean exponentially better range as he increases in level.
 
 
The highest score a character can have is equal to (four plus character level), just like a skill.  However, it would be possible to have much higher scores overall because of synergy - this means specialising your character.
 
 
 
 
The following pages will describe each of the possible verb/noun combinations, as well as give examples of what a power ought to be capable of at a given rank.  For purposes of simplicity, a GM (or the designer of the campaign setting) should construct a list of powers ''most likely'' to be used in the campaign.  Note that the list should never be definitive, which would limit the players, but it should help to define the setting, the expected norms of that world or society.
 
 
A final note would be that the list of verbs and nouns is likewise not exhaustive.  In a heavily nature-oriented setting, Animals and Plants might (both) deserve their own category.  In a futuristic setting, Computers should probably be separated from Artefacts (and possibly even in a modern setting, too).
 
 
 
 
*  [[Opend20:_Air_Powers|Air Powers]] - Weather, Gases, Breathe
 
  
 
*  [[Opend20:_Artefact_Powers|Artefact Powers]] - Objects, Contructs, Machines, Computers
 
*  [[Opend20:_Artefact_Powers|Artefact Powers]] - Objects, Contructs, Machines, Computers
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*  [[Opend20:_Body_Powers|Body Powers]] - Animals, Living Flesh
 
*  [[Opend20:_Body_Powers|Body Powers]] - Animals, Living Flesh
  
*  [[Opend20:_Earth_Powers|Earth Powers]] - Plants, Minerals, Soil, Metal, Rock
+
*  [[Opend20:_Chance_Powers|Chance Powers]] - Fate, Prophecy, Luck, Opportunity
  
*  [[Opend20:_Fire_Powers|Fire Powers]] - Temperature, Electricity, Energy
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*  [[Opend20:_Force_Powers|Force Powers]] - Gravity, Electricity, Energy, Fire
  
 
*  [[Opend20:_Image_Powers|Image Powers]] - Illusions, Reality
 
*  [[Opend20:_Image_Powers|Image Powers]] - Illusions, Reality
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*  [[Opend20:_Mana_Powers|Mana Powers]] - Raw Magical Energy, Meta-Magic
 
*  [[Opend20:_Mana_Powers|Mana Powers]] - Raw Magical Energy, Meta-Magic
 +
 +
*  [[Opend20:_Matter_Powers|Matter Powers]] - Physical Realm, Elements, Objects, Plant Matter.
  
 
*  [[Opend20:_Mind_Powers|Mind Powers]] - Psychic Phenomena, Mentalism
 
*  [[Opend20:_Mind_Powers|Mind Powers]] - Psychic Phenomena, Mentalism
 
*  [[Opend20:_Water_Powers|Water Powers]] - Liquids, Acids, Poisons
 
  
 
*  [[Opend20:_Void/Ether_Powers|Void/Ether Powers]] - 'The Fifth Element', the vaccuum, the space 'between' reality.
 
*  [[Opend20:_Void/Ether_Powers|Void/Ether Powers]] - 'The Fifth Element', the vaccuum, the space 'between' reality.

Latest revision as of 21:54, 8 January 2006


The following pages will describe each of the possible verb/noun combinations, as well as give examples of what a power ought to be capable of at a given rank. For purposes of simplicity, a GM (or the designer of the campaign setting) should construct a list of powers most likely to be used in the campaign. Note that the list should never be definitive, which would limit the players, but it should help to define the setting, the expected norms of that world or society.

The list of verbs and nouns is likewise not exhaustive. In a heavily nature-oriented setting, Animals and Plants might (both) deserve their own category. In a futuristic setting, Computers should probably be separated from Artefacts (and possibly even in a modern setting, too).

It is assumed that the nature of Powers is derived from some sort of quantum state of reality - that is, observation and belief have a strong effect on the accessibility of Powers. In a setting where most people are unaware of magic, there are no pre-conceived notions about it and so Powers are more mutable; consequently DCs would be lowered. In a setting where people actively disbelieved in magic (a modern world setting, for instance), then Powers would be much harder to access and consequently DCs would be higher. An order of magnitude is considered to be worth a DC change of 5 points either way - it is up to the GM or the campaign designer to determine what constitutes an order of magnitude.

Similarly, noun-forms which are frequently observered or thought about attract the same kind of cosmic attention. In an arctic setting, ice is frequently thought about, so it is becomes harder to effect - players trying to alter ice using the Water form would have great difficulty. It might be that they would need to use an Ice form. Characters using Ice in a non-arctic setting, where Ice is less often thought about, might find that their Powers were relatively enhanced (by way of compensation).

Finally, the general assumptions and preconceived notions about particular noun-forms will limit the direction in which Powers can act. In a modern world setting, people don't believe that Lead can be turned into Gold, so consequently it would be that much harder to do.