Welcome Guest
[Log In]
[Register]
| Welcome to Raiders Logbook. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Ability Attribute System; A Work in Progress | |
|---|---|
| Tweet Topic Started: Mar 13 2011, 09:44 PM (73 Views) | |
| HDEchidhog | Mar 13 2011, 09:44 PM Post #1 |
|
First in Command
|
((Please read through this article and then select an answer to the poll. If you have comments or questions, please post them below.)) Over the years, the Raiders have experimented with a number of different sparring systems, but it seems none will replace our standard free-form logic-driven approach. When everyone plays by the same set of rules, it works out marvelously well. It may take new members some time to get the hang of it, but they always end up enjoying it just as much as the older members. The problem with this format is that character abilities are not regulated as well as they should be. Without a formal structure defining character progression and relative strength, players are tempted to ramp up their power or continue using abilities long after their characters should be exhausted. Most of the main characters in play are children, after all, and there is no reason that they should out-power adults who have been training their abilities for years. A side-effect of unchecked power growth is that other players feel the need to increase their own powers in response so that they can keep an even pace with their companions. Then, in response to the increase in player-character power, villains have to have their own powers increased in order to make fights more challenging. The end result of this metaphysical arms race is a woefully unbalanced game with a mass of characters that are no fun to play alongside/against because they dominate whatever battle they’re in. Fortunately, we’re all experienced players. We don’t let the escalation get out of hand. That doesn’t mean that it isn’t there, however. Unlimited power reserves and abilities that can’t be effectively countered are still rampant among younger characters that should not possess them. Granted, some of these unbalances are story-supported, but when too many players possess unbalanced characters, then something has to be done. The best way to combat unbalances is to institute a regulatory system of some sort. The downside to this is that the guild draws from so many different sources that a single cohesive system is nearly impossible to create. Trust me – I’ve tried. And besides, as Raiders we thrive in a free-form setting. We don’t want restrictions bogging down play. It undermines creativity and infringes on our character development. So, we’re left with a conundrum. We like freeform play and we don’t want structure, but we want the balance and fairness that only a structure can provide. So what can we do? Outlined below is a possible solution. It’s based on a system of keywords used to define character abilities listed in our profiles. I know this seems to challenge the nature of how we play, but it doesn’t. Not in any noticeable way, at least. Players can still create abilities on the fly or bestow new ones on their characters whenever they choose. Players are still responsible for keeping track of how powerful their character is and how tired they get over time. What these keywords do is make visible a lot of the details players keep to themselves. They’re not meant to limit what a character can do (not directly, at least), but to define what a character has demonstrated in game. In this way, other players can understand the nature of a particular ability and get an idea of how draining it might be. It even provides players with an easy reference sheet for abilities they’ve used in the past. The following keywords are divided into three types: Frequency of Use, Ability Type and Magic Affinity. Frequency keywords reflect how powerful an ability is and how much power is required to use it by limiting how frequently a character can use that particular ability. Ability Types are used to quickly define the nature of an ability. Magic Affinity describes what kind of energy is associated with that ability. Frequency of Use All characters possess a store of energy, known as their Spiritual Pressure or Mana Pool, that allows them to use their special abilities. Characters must expend energy in order to use their abilities, draining their reserves until they eventually run out of energy and can no longer use their abilities. Rather than devise some system to measure how much energy each character has and how much is used up by a particular ability, the following keywords have been devised to help players portray those factors. It’s important to keep in mind that these keywords are guidelines, not a rigid set of rules meant to handicap a player’s creativity. A situation might arise in play where a character has used so much energy already that they can’t muster enough strength for an unused Encounter ability, or they might be in the middle of a battle so fierce that they don’t have time to use an At-Will ability. Or, in rare cases, they might draw upon their own life force for one more volley of their used Daily abilities. If a situation arises in play that challenges how often an ability can be used, that situation trumps whatever keyword is assigned to the ability in question. Basically, just because you’ve got enough power to use an ability doesn’t mean you’ll always get the chance to. Likewise, just because you can still use an ability doesn’t mean you have enough strength to use it. Finally, some situations may arise that allow you to circumvent the restrictions on your abilities. Static – ‘Static’ abilities are always active but drain little to no energy. These abilities are usually some form of heightened perception that allows a character to see or sense things before others do. At-Will – ‘At-Will’ abilities can be triggered at any time. These abilities consume relatively little energy and can be used consistently so long as the character has the power and opportunity to use them. Encounter – ‘Encounter’ abilities can only be used a limited number of times per encounter (usually defined as a battle), per day. These abilities drain more power than At-Will abilities and usually have greater effects, and thus are limited in their use. These abilities usually ‘recharge’ between encounters, provided the character is not utterly exhausted following the first encounter in which the abilities are used. Encounter abilities can be limited by use, time limits or other restrictions. For example, a character might have an ability that can only be used once every two hours. Encounter abilities based on time limits or other factors should be defined accordingly. Daily – ‘Daily’ abilities are so powerful and require so much energy that they can only be used a limited number of times per day. Unlike Encounters, these abilities don’t recharge until 24 hours have passed since their last use. Ability Type The Ability Type keyword describes whether the ability affects the character or someone else, whether it’s a close-combat ability or a ranged one, etc. An ability can have multiple types, such as a Ritual that Buffs a target or a Radial ability that DeBuffs everyone in an area. Personal – Only the character is affected by this ability. An example of this would be shapeshifting or internalizing magic. Melee – A close-ranged ability, usually tied to physical combat. An example would be touch-based abilities or creating swords out of light. Radial – This ability expands out from the character. The effective range of a Radial ability should be defined. An example of this would be an ability that creates darkness around the character or surrounds them with a lightning storm. Ranged – This ability affects distant targets. Some ranged abilities grow more powerful at closer range while others are only effective within a certain range. These effective ranges should be defined. An example of this would be a lightning bolt or fireball. Area – A ranged ability that affects an area rather than a single target. The size of the affected area should be defined. An example of this would be an explosion created from a distance or a localized earthquake. Buff – This ability enhances attributes. An example of this would be healing magic or the ability to focus one’s spiritual energy. DeBuff – This ability decreases attributes. An example of this would be abilities that poison or blind others. Ritual – An ability that requires time to set up. The length of time it takes to set up the ritual does not have to be defined, but players using rituals should take set up time into consideration. Magic Affinity Magic Affinity keywords indicate what kind of magic is tied to a particular ability. The following affinities are available to choose from and more may be added as they’re uncovered. Spiritual – Light or Dark (Dark includes Shadow) Elemental – Earth, Fire, Wind, Water, Lightning, Wood, Metal Arcane – Old Magic Alchemical Cosmic – Chaos, Entroph Psychic Summon Final Words I’ll be exercising my right as GM to pass final approval on all abilities defined by the above system. While I have no intention to step on anyone’s creativity, it’s my job to make sure that we play in a fair and balanced environment. As fair and balanced as it can be, at least. My own characters are bound to the same rules as everyone else, so if anyone feels that one is unjustly balanced, please feel free to let me know. |
| |
![]() |
|
| « Previous Topic · Raiders Works in Progress · Next Topic » |
| Track Topic · E-mail Topic |
7:09 PM Jul 11
|
The Underground created by Sarah & Delirium of the ZNR






7:09 PM Jul 11