Difference between revisions of "Opend20: Contructing Powers"

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[[category:Game System]]
 
[[category:Game System]]
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[[category:OpenD20]]
  
 
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 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.

Revision as of 05:17, 13 September 2005


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).