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[Forge of Valor RPG] Setting and System Discussion
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<blockquote data-quote="Ashkhar Ben" data-source="post: 6275473" data-attributes="member: 6749162"><p>Thanks! It is one of the things I really like about FOV. I always felt a disconnect while playing RPGs that used a different step or roll for determining damage after determining a successful hit. Some of the excitement is lost when you smash the opponent's defense with your attack, but then roll minimum damage. </p><p></p><p>I also think that it is somewhat more realistic, as it illustrates (abstractly, admittedly) that an accurate attack is just as or more important than attacking with a big, lethal weapon. An accurate attack <em>with</em> a big lethal weapon? Even better. </p><p></p><p></p><p></p><p>Specialties are sub-skills. The nine Skills are broad categories of actions, like Coordination or Control or Influence. Specialties are nested within Skills, to provide for greater differentiation of characters and how they went about accomplishing an action. The GM might call for the players to Roll something within the Influence Skill, and the player can decide that his character is going to attempt to succeed at the Influence via an Intimidate Specialty roll. </p><p></p><p>This character using Intimidate would have a different effect than a character who used Charm, or Convince (the other two Specialties within the Influence Skill). Any kind of action that's being attempted in Forge of Valor is described by one of the 27 Specialties (3 for each of the 9 Skills.)</p><p></p><p>On the other hand, Assets are permanent, very specific talents or traits that the character has acquired. For example, the character might have the "Haunting" Noncombat Asset, which causes people to feel uncomfortable around him, less likely to argue, and in general aid with various social interactions. Could this same effect be generated by Specialties? Yes. But the Asset provides all of the framework and effect without ever having to Roll, it just happens.</p><p></p><p></p><p></p><p>I'm not quite sure I understand what you mean. If I'm concerned about their balance within the system as a whole? No. Can they become out of balance within a specific game? Possibly.</p><p></p><p>Since most of the more powerful Assets are grouped into Tiers (as the Sword and Board Asset was upthread), it is very easy for GMs to simply ban Assets with a tier higher than 1. If Assets in general are to be discarded, there are rules for how it impacts the game overall as well as how to tweak enemies to make them fall more in line with an Asset-free game.</p><p></p><p>But in general, after a couple years of playtesting with Assets, I'm very happy with them. If you're asking more about the potential bloat of the system with Assets, a la 3e Feats, it is something that I'm concerned about. Since I don't plan on releasing multiple iterations of the system, or too many expansions, I don't think that'll be an issue.</p><p></p><p></p><p></p><p>A few things. Any attempted Control has to be Rolled for. That right there limits the impact that a controller can have on a given scenario; they can't exceed their own ability. For example, lifting a thousand pound boulder with telekinesis would be quite difficult, and controllers that couldn't beat the TN even if rolling a natural 17 just can't do it.</p><p></p><p>Control also consumes a controller's Stamina. Stamina is a nebulous pool similar to hit points that illustrates a character's overall level of fatigue, superficial wounds, morale, and so forth. When someone uses Control, they burn an amount of Stamina based upon the difficulty of the task, and the number of times they attempted it. The amount of Stamina burned = TN / 10 rounded up.</p><p></p><p>For example, a character wants to use Sculpting to liquefy and purify a chunk of iron ore into a more manageable iron ingot. The GM sets the TN at 22. The character rolls his Control: Matter (the system word for Sculpting) and gets a 23, succeeding in his first attempt. He burns 3 Stamina (22 TN / 10 rounded up = 3).</p><p></p><p>Beyond this, Control itself is much less powerful than most other magic systems. Characters can't sling fireballs or transmute themselves into golems. </p><p></p><p>Thanks for all of the questions Mike, I'm loving it! Let me know if you have any more or want a different gameplay example. And to anyone else reading along, feel free to post questions or comments as well. I'm looking for your feedback and to develop a discussion. Thanks!</p></blockquote><p></p>
[QUOTE="Ashkhar Ben, post: 6275473, member: 6749162"] Thanks! It is one of the things I really like about FOV. I always felt a disconnect while playing RPGs that used a different step or roll for determining damage after determining a successful hit. Some of the excitement is lost when you smash the opponent's defense with your attack, but then roll minimum damage. I also think that it is somewhat more realistic, as it illustrates (abstractly, admittedly) that an accurate attack is just as or more important than attacking with a big, lethal weapon. An accurate attack [I]with[/I] a big lethal weapon? Even better. Specialties are sub-skills. The nine Skills are broad categories of actions, like Coordination or Control or Influence. Specialties are nested within Skills, to provide for greater differentiation of characters and how they went about accomplishing an action. The GM might call for the players to Roll something within the Influence Skill, and the player can decide that his character is going to attempt to succeed at the Influence via an Intimidate Specialty roll. This character using Intimidate would have a different effect than a character who used Charm, or Convince (the other two Specialties within the Influence Skill). Any kind of action that's being attempted in Forge of Valor is described by one of the 27 Specialties (3 for each of the 9 Skills.) On the other hand, Assets are permanent, very specific talents or traits that the character has acquired. For example, the character might have the "Haunting" Noncombat Asset, which causes people to feel uncomfortable around him, less likely to argue, and in general aid with various social interactions. Could this same effect be generated by Specialties? Yes. But the Asset provides all of the framework and effect without ever having to Roll, it just happens. I'm not quite sure I understand what you mean. If I'm concerned about their balance within the system as a whole? No. Can they become out of balance within a specific game? Possibly. Since most of the more powerful Assets are grouped into Tiers (as the Sword and Board Asset was upthread), it is very easy for GMs to simply ban Assets with a tier higher than 1. If Assets in general are to be discarded, there are rules for how it impacts the game overall as well as how to tweak enemies to make them fall more in line with an Asset-free game. But in general, after a couple years of playtesting with Assets, I'm very happy with them. If you're asking more about the potential bloat of the system with Assets, a la 3e Feats, it is something that I'm concerned about. Since I don't plan on releasing multiple iterations of the system, or too many expansions, I don't think that'll be an issue. A few things. Any attempted Control has to be Rolled for. That right there limits the impact that a controller can have on a given scenario; they can't exceed their own ability. For example, lifting a thousand pound boulder with telekinesis would be quite difficult, and controllers that couldn't beat the TN even if rolling a natural 17 just can't do it. Control also consumes a controller's Stamina. Stamina is a nebulous pool similar to hit points that illustrates a character's overall level of fatigue, superficial wounds, morale, and so forth. When someone uses Control, they burn an amount of Stamina based upon the difficulty of the task, and the number of times they attempted it. The amount of Stamina burned = TN / 10 rounded up. For example, a character wants to use Sculpting to liquefy and purify a chunk of iron ore into a more manageable iron ingot. The GM sets the TN at 22. The character rolls his Control: Matter (the system word for Sculpting) and gets a 23, succeeding in his first attempt. He burns 3 Stamina (22 TN / 10 rounded up = 3). Beyond this, Control itself is much less powerful than most other magic systems. Characters can't sling fireballs or transmute themselves into golems. Thanks for all of the questions Mike, I'm loving it! Let me know if you have any more or want a different gameplay example. And to anyone else reading along, feel free to post questions or comments as well. I'm looking for your feedback and to develop a discussion. Thanks! [/QUOTE]
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