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Post by Admin on Jan 19, 2017 11:39:23 GMT -5
Systems that have been suggested/proposed:
* Road to Amber CG system * FS3
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Post by insomniac on Jan 19, 2017 12:07:54 GMT -5
In my experience FS3 is simple, flexible and provides basic conflict resolution.
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paul
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Post by paul on Jan 19, 2017 17:16:54 GMT -5
There is the Game of Thrones tabletop RPG out there. It combines attributes and skill into one set of like...13 stats. (maybe it's 19). Either way, no need to keep track of attributes and skills, as they're all right there in one set. It also includes a system for ruling domains.
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Post by insomniac on Jan 20, 2017 0:15:16 GMT -5
How do we feel about scaling starting XP to the age of the character?
The desire of sheet power will give us a population of older characters. Vanity will give us a population of younger characters.
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Post by Admin on Jan 20, 2017 0:25:20 GMT -5
Absolutely scale XP with age. You want to play someone young and pretty, well then, you're not going to have that much life experience to be super great at something, probably just good one thing. Older characters have had time to learn shit, and be either really great at something, or pretty good at two or so things. So something along the lines of each decade you are, adds this much XP or whatever we use in the chargen process. This way, you want to be fresh from the novice pool courtesan, you're not even going to be super awesome, BEST FUCK OF MY LIFE on your sheet. You'll have to even earn that. Well, I mean, as an example.
This eliminated the published author 100 times over by the age of 13 stuff, to use another known example, or the master swordsman by the age of 8 etc etc.
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Post by Admin on Jan 20, 2017 8:26:49 GMT -5
This is the FS3 lynnfaraday.github.io/MUSH/fs3/Obviously, we can tweak things to our liking, alter what's irrelevant to our game. This might give us some structure but not bog down in minutea. I'd like to propose that we also have a two week grace period re: sheets. Buyer's remorse so to speak. You can tweak things on your sheet (Within reason, 2-3 things). Because sometimes what you come out the gate with, is not what you actually need/use/isn't playable. But I'm personally, leaning toward FS3 with the necessary game alterations and modifications re: skills and such.
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paul
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Post by paul on Jan 20, 2017 8:48:05 GMT -5
I am 100% behind age based XP. I would get rid of votes and any other XP source other than a slow drip of a set amount of XP every week or so.
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Post by mandrake on Jan 20, 2017 8:53:04 GMT -5
FS3 really is beautifully simple. My only problems with FS3 are as follows:
*d8's are unforgiving assholes *Hit location systems are an absolute nightmare.
(This coming from someone currently Staffing an FS3 based game)
Now, dice being unforgiving people can live with. And it's likely not going to be terribly combat heavy anyway, sooo... We're probably fine.
As for eliminating votes, I am really not for this. It being a small amount would be fine to me, but I do feel like people should be rewarded based upon the amount of rp they actually do as opposed to just time spent post-approval.
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Post by vulgarkitten on Jan 20, 2017 15:21:44 GMT -5
So, I suggested the model they have on Road to Amber, currently. wiki.roadtoamber.com/rpg-creditswiki.roadtoamber.com/rpg-systemThose are the most pertinent two links. I'm not entirely sure they'd give up their code, but if there's interest, I can ask. It's a fantastically simple system, and it even allows for a +fastplay option (alongside a normal CG option), which lets players jump right into the game and learn and develop their character as they go. RtA offers the excuse of these +fastplay players being amnesiacs. They get one month to learn the system on-grid, through RP etc., before their sheet must be finalized. It's a 4-stat system with gifts, largely based on RP, and not as much on rolls and dice.
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Post by intrigued on Jan 26, 2017 21:02:23 GMT -5
First off: I am totally behind the age based XP system. I played several older characters at KD and had to fight for anything 'extra' during Chargen. I have always hated playing on games that did not give you something for playing a character who's 40 vs one who's 20.
Secondly - I wasn't sure where to put this, but will do so here. Suggestion can be moved to where it's more applicable. During my time on the game there were a LOT of male characters who were ex-Cassielines, but had to leave because OMG, they were suddenly heir to their family. I don't think that would happen THAT often? But it seemed to be the preferred method of explaining high combat stats - oh, I trained as a Cassieline!
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paul
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Post by paul on Jan 26, 2017 21:18:57 GMT -5
I would go even more granular than that. I would give slightly more xp for each older a character is than 16. Using KDs XP system, I would give 2 XP per full year over 16. Maybe even go logarhythmic with 2 * (X-16) ^ 1.25 or something.
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Post by Admin on Jan 27, 2017 10:44:07 GMT -5
The dispensing of more XP during scenes, just because one is younger, or less because one is older has already been ripped through in our house and while not a big argument, it was an argument. The problem with (and this is post chargen/out on the grid) of putting differing values upon XP for characters based on age, is inappropriate IMHO. You are basically then telling the person that because they made an older character, that their RP is worth less than someone who made a young character.
XP post-creation, must be across the board the same, imho. The bonus XP to make an older character will be sufficient enough to have people make older characters. People want more XP, they need to make older characters. 16-20, 21-30, 31-40, 41-50, 51-60, 60+ seems to be where one can draw lines at how much extra XP during the chargen process. But I'm in the camp of no differentiating XP post-chargen.
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Post by Admin on Jan 27, 2017 10:50:26 GMT -5
Either way, I need to know what system we are planning on using, come Saturday so that rose and I can get the chargen system started, and laid out!
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Post by intrigued on Jan 27, 2017 13:57:27 GMT -5
Question - how are you going to deal with the magic/scion stuff? That needs to be considered as well when you start discussing chargen systems.
I think Admin might have misunderstood -- I think earlier we were discussing people getting more XP in chargen for older characters being apped. Not for RP?
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paul
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Post by paul on Jan 27, 2017 20:26:02 GMT -5
The dispensing of more XP during scenes, just because one is younger, or less because one is older has already been ripped through in our house and while not a big argument, it was an argument. The problem with (and this is post chargen/out on the grid) of putting differing values upon XP for characters based on age, is inappropriate IMHO. You are basically then telling the person that because they made an older character, that their RP is worth less than someone who made a young character. XP post-creation, must be across the board the same, imho. The bonus XP to make an older character will be sufficient enough to have people make older characters. People want more XP, they need to make older characters. 16-20, 21-30, 31-40, 41-50, 51-60, 60+ seems to be where one can draw lines at how much extra XP during the chargen process. But I'm in the camp of no differentiating XP post-chargen. I don't think anyone was arguing for more xp to be given to character's based on age character's post-creation. Mine was entirely a at-creation suggestion. And why would you give older characters less XP anyways? The only argument I could see for post-creation XP boosts is older characters getting more xp than younger characters. An idea for balance is while older characters get more XP to spend in CG, it would cost them slightly more to improve their skills, to reflect they are old and more set in their ways. Its an idea and not set in stone. Absolutely not for mechanical and thematic reasons. The mechanical reason is that it completely defeats the purpose of giving an older character more xp in the first place. Might as well just not give them an XP bonus. The thematic reason is that the XP bonus is meant to be used purchasing skills that the character would have gotten during their younger years, not skills they are suddenly learning now. I can see an argument for each XP spend increasing the cost of the next XP spend,as a way to slow down the dinosaurs. Arx does this. Your first XP spend costs the standard amount. Your next XP spend costs the standard amount + 1. The third XP spend costs the standard amount + 2. As for FS3, I am not a fan, but I won't object as it is easy to implement. Personally, I feel with computing power at one's disposal some sort of percentile dice system is the better option. I had thought about maybe a ratio system. Stat + skill : stat + skill + difficulty, roll under the percentage to succeed. Crits occur if you roll a multiple of 11. So let's say you have strength of 2 out of 10 and atheltics of 3 out of 10 and you attempt a standard challenge(we will say that is difficult 3). 5 : 8, a ratio that corresponds to 62.5%. You have to roll a 625 or lower on a d1000 to succeed. Rolling a 000, 011, 022, 033, 044, 055, 066, 077, 088, 099, 110, 121, 132, etc. is a critical. Anyone who plugs away at it or is math savvy enough will notice that higher stats and skill give diminishing returns. A person with a 1 in a stat, no skill, and difficulty 3 will have a 25% chance of success. A 1 in a stat and a 1 in a skill results in a 40% chance. 2 in a stat and 1 in a skill is a 50%. An 8 in a stat and a 9 in a skill results in an 85% chance.
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