Post by logan9a on Dec 23, 2016 20:23:34 GMT
To the first round of shouting "WTF, really Logan?"
Yes.
It will make sense later.
The problem is that my players are super smart. So they may figure it out in 5, 4, 3... Too late, they've got it now.
OK - first some rule changes. (There will probably be more - everyone knows I always tinker with shit).
THESE ARE SUBJECT TO CHANGE - I MIGHT GET A CLEVER IDEA LATER.
I'm putting this up in case someone says "I think I see where you're going with this - what if we were to do it this way?"
For the stats and skills on starting characters.
Stats:
There will be only four stats in this ...unique... campaign:
Willpower
Stability
Intelligence
Essence
Weird, I know. Bear with me.
All start at 10. PC's get 10 points (flat) to assign between them. For example you could have 12, 14, 10 and 14 for your starting stats.
What will these stats do?
Willpower = HIT POINTS. Straight up, 1 to 1.
Stability - stability times five = sanity. Note - your stability score may go up and down as might your sanity but after creation they probably won't be linked any more. Sanity will still be lost for seeing 'scary shit' (gasp) and gained for doing 'things which cause you to gain sanity in Logan's opinion'.
Intelligence - new skills which are learned IG will be a factor of INT. It is possible that this will be more important than in previous game. I wouldn't mind finding a way to add a bit more umf to this skill but I'm thinking it will probably be as important as essence.
Essence - magic points and resist magic.
Other stats are replaced with skills.
Yes, I know just one name should be sufficient for these skills but I also know I am a dumbass and in the heat of the moment will be calling for outdated stats. If Logan's brain can be retrained we can give it just one nifty name.
CON - becomes con/health/endurance.
APP - becomes App/Luck
STR - becomes Strength. If you have over 80 you get a +d4 damage bonus. If you have over 110 you get a +d6 damage bonus.
DEX - becomes Dexterity.
All of these stats become skill have a base of 25.
Where is SIZ? It is fucking gone.
The starting points will probably be 1000 or 2000 with a cap of a total of 60% in any one skill (base + points put in =< 60). I'll figure that out later.
The huge problem for the players is that literally every skill (including write ins!) may be important at different times.
Simple questions like "What kind of campaign is it" or "What will the world be like" can only be answered with the "I'm sorry - you'll have to wait and see. It is a bit like things which have been run before yet I'm also aiming for very different."
As to the other system changes "Why, Logan, why!" I can only answer with "I'm going to assume someone will figure it out long before they do within the campaign - I can only hope they hold this information to themselves and not ruin anyone else's surprise. For the rest of you who might be as confused as I would no doubt be, it makes perfect sense based on the campaign itself. No, I can't tell you anything about that yet without throwing out spoilers."
This is as far as I've gotten in my thinking thus far.
At this time I'm working on trying to stick to the big over arching plot line rather than falling into the minutia which is a real fucking problem for me.
Step 1 - work on big plot line
Step 2 - figure out the world and it's consistency
Step 3 - have a small panic attack as this is the most ambitious thing I've ever tried to run.
Yes.
It will make sense later.
The problem is that my players are super smart. So they may figure it out in 5, 4, 3... Too late, they've got it now.
OK - first some rule changes. (There will probably be more - everyone knows I always tinker with shit).
THESE ARE SUBJECT TO CHANGE - I MIGHT GET A CLEVER IDEA LATER.
I'm putting this up in case someone says "I think I see where you're going with this - what if we were to do it this way?"
For the stats and skills on starting characters.
Stats:
There will be only four stats in this ...unique... campaign:
Willpower
Stability
Intelligence
Essence
Weird, I know. Bear with me.
All start at 10. PC's get 10 points (flat) to assign between them. For example you could have 12, 14, 10 and 14 for your starting stats.
What will these stats do?
Willpower = HIT POINTS. Straight up, 1 to 1.
Stability - stability times five = sanity. Note - your stability score may go up and down as might your sanity but after creation they probably won't be linked any more. Sanity will still be lost for seeing 'scary shit' (gasp) and gained for doing 'things which cause you to gain sanity in Logan's opinion'.
Intelligence - new skills which are learned IG will be a factor of INT. It is possible that this will be more important than in previous game. I wouldn't mind finding a way to add a bit more umf to this skill but I'm thinking it will probably be as important as essence.
Essence - magic points and resist magic.
Other stats are replaced with skills.
Yes, I know just one name should be sufficient for these skills but I also know I am a dumbass and in the heat of the moment will be calling for outdated stats. If Logan's brain can be retrained we can give it just one nifty name.
CON - becomes con/health/endurance.
APP - becomes App/Luck
STR - becomes Strength. If you have over 80 you get a +d4 damage bonus. If you have over 110 you get a +d6 damage bonus.
DEX - becomes Dexterity.
All of these stats become skill have a base of 25.
Where is SIZ? It is fucking gone.
The starting points will probably be 1000 or 2000 with a cap of a total of 60% in any one skill (base + points put in =< 60). I'll figure that out later.
The huge problem for the players is that literally every skill (including write ins!) may be important at different times.
Simple questions like "What kind of campaign is it" or "What will the world be like" can only be answered with the "I'm sorry - you'll have to wait and see. It is a bit like things which have been run before yet I'm also aiming for very different."
As to the other system changes "Why, Logan, why!" I can only answer with "I'm going to assume someone will figure it out long before they do within the campaign - I can only hope they hold this information to themselves and not ruin anyone else's surprise. For the rest of you who might be as confused as I would no doubt be, it makes perfect sense based on the campaign itself. No, I can't tell you anything about that yet without throwing out spoilers."
This is as far as I've gotten in my thinking thus far.
At this time I'm working on trying to stick to the big over arching plot line rather than falling into the minutia which is a real fucking problem for me.
Step 1 - work on big plot line
Step 2 - figure out the world and it's consistency
Step 3 - have a small panic attack as this is the most ambitious thing I've ever tried to run.