Difference between revisions of "Opend20: Powers"

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If a Player chooses to spend one and a half times as much on buying the Power, they can choose two different activation modes.  If they pay twice as much, they can use any of the three modes.
 
If a Player chooses to spend one and a half times as much on buying the Power, they can choose two different activation modes.  If they pay twice as much, they can use any of the three modes.
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=Variables=
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The variables of each power are display, duration, range and target. Although there is an intrisic value attached to each verb/noun combination, Player's can alter this by buying ranks in four variables.
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*  Display refers to the noticable signals that warn others the power is beings used.  Displays range from the heat given off by a laser beam to the audible incantations of a summoner.  The more ranks taken in Display, the less noticable the power.
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*  Duration refers to the amount of time the power remains in effect.  The duration categories are momentary (one tick) per level, one round per level, one turn (ten rounds) per level (or one scene; depending on the nature of the Power), one hour per level, and one day per level (or permanent; depending on the nature of the Power)
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*  Range
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*  Target

Revision as of 21:55, 13 September 2005


Powers

In OpenD20, Powers are constructed using a verb/noun system.


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: Display, Duration, Range, Target


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.


Power Modes: Ability, Power, or Trick

Any power can be brought as an Ability, Power or Trick.


An Ability functions like a skill; it requires a skill roll to use. The advantage of an Ability is that it never runs out, it can be used over and over again. The disadvantage of an Ability is that is might not function when the character needs it to.

A Power uses up Action Points. There is no perceivable 'limit' or 'source' for the Power, but for whatever reason the character can only use it as long as they have AP to spare. The advantage of a Power is that it always functions and there are no unwanted consequences for using it. The disadvange is that it 'runs out'.

A Trick causes the character to run through fatigue levels:

  • Light fatigue reduces movement to 3/4
  • Moderate fatigue means players suffer -4 to attacks and -2 to defense
  • Serious fatigue reduces movent to 1/2 and characters cannot make special use of Combat Bonus (for defense/initiative)
  • At this point the character starts eating up Vitality points (exact number per Power still to be playtested), -2 to defense
  • Dangerous fatigue sets in once a character loses half their total Vitality (even if not through the use of Power/s). Reduces movent to 1/4 and characters cannot access Combat Bonus at all
  • At this point the character eats up their remaining Vitality until unconscious, or they have time to rest.

The advantage of Tricks is that they can be reliably performed over and over - especially 'small' or low-level tricks. The disadvantage is the inherent loss of mobility and vitality.


If a Player chooses to spend one and a half times as much on buying the Power, they can choose two different activation modes. If they pay twice as much, they can use any of the three modes.


Variables

The variables of each power are display, duration, range and target. Although there is an intrisic value attached to each verb/noun combination, Player's can alter this by buying ranks in four variables.


  • Display refers to the noticable signals that warn others the power is beings used. Displays range from the heat given off by a laser beam to the audible incantations of a summoner. The more ranks taken in Display, the less noticable the power.
  • Duration refers to the amount of time the power remains in effect. The duration categories are momentary (one tick) per level, one round per level, one turn (ten rounds) per level (or one scene; depending on the nature of the Power), one hour per level, and one day per level (or permanent; depending on the nature of the Power)
  • Range
  • Target