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Prima System - Core Mechanic discussion.
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<blockquote data-quote="Michael Morris" data-source="post: 6280379" data-attributes="member: 87"><p>Heh, heh.</p><p></p><p>Prima is a playtest name. I'm open suggestions to a final name, although it likely will be bound to the Dusk setting so tightly it may as well be named with it.</p><p></p><p>Anyway, I've been working on traits and skills. At the moment there are only ten traits. There will probably be around 30 skills, not including weapon and spell proficiencies. The traits are:</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Attack</strong> The character's talent at melee and missile attack. Essentially the base attack bonus of the character.</li> <li data-xf-list-type="ul"><strong>Awareness</strong> This is checked for initiative, reflex saves, and perception.</li> <li data-xf-list-type="ul"><strong>Lore</strong> The character's base knowledge is their lore. Skills allow a character to pick a specific area of knowledge - and these stack. So, in a sense, this is the bardic knowledge class ability.</li> <li data-xf-list-type="ul"><strong>Resilience:</strong> The system equivalent of hit points. See below.</li> <li data-xf-list-type="ul"><strong>Fortitude:</strong> Rolled with constitution for fortitude saving, with charisma for willpower saves (charisma has been assigned the task of being the mental resilience stat), and with intelligence for concentration checks (open to suggestions for three other checks for the other three ability stats).</li> <li data-xf-list-type="ul"><strong>Magic Use:</strong> Each of the five types of magic (Aboran, Balcran, Shunran, Sodran and Valran) has its own usage trait. </li> </ul><p></p><p></p><p>To review, characters get a trait point every even level. You cannot promote the same trait twice in a row.</p><p></p><p><strong>Hit points and damage</strong></p><p>In Savage Worlds, a character has toughness, then up to three wounds. Once the damage passes the toughness value, every 4 points over is a wound. After playing the game nearly three years I've noted this is one of the slowest moments in the game - it isn't natural to work by units of 4. That said, I like the concept, and have been testing the following.</p><p></p><p>In Prima when you are hit you are at least shaken, and for every 10 hit points of damage you take you take a wound. When your wounds exceed your resilience you are battered. When your wounds exceed your resilience and constitution, you're knocked out. If you take 10 or more damage in that state, you're dead.</p><p></p><p>Since this is decimal based, the calculation of it should move faster than the multiples of 4 approach Savage Worlds uses. The lack of a toughness buffer is offset by tougher characters being allowed to have higher resilience. Further notes.</p><p></p><p>Wounds against resilience recover quickly. A long rest (8 hours) recovers all resilience. Wounds against constitution however recover slowly - one / day at most and I'm considering requiring a check to actually recover the wound.</p><p></p><p>Spells which attempt to charm, dominate or otherwise control a foe deal damage against resilience + charisma. Fatigue works against strength + resilience.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6280379, member: 87"] Heh, heh. Prima is a playtest name. I'm open suggestions to a final name, although it likely will be bound to the Dusk setting so tightly it may as well be named with it. Anyway, I've been working on traits and skills. At the moment there are only ten traits. There will probably be around 30 skills, not including weapon and spell proficiencies. The traits are: [list] [*][b]Attack[/b] The character's talent at melee and missile attack. Essentially the base attack bonus of the character. [*][b]Awareness[/b] This is checked for initiative, reflex saves, and perception. [*][b]Lore[/b] The character's base knowledge is their lore. Skills allow a character to pick a specific area of knowledge - and these stack. So, in a sense, this is the bardic knowledge class ability. [*][b]Resilience:[/b] The system equivalent of hit points. See below. [*][b]Fortitude:[/b] Rolled with constitution for fortitude saving, with charisma for willpower saves (charisma has been assigned the task of being the mental resilience stat), and with intelligence for concentration checks (open to suggestions for three other checks for the other three ability stats). [*][b]Magic Use:[/b] Each of the five types of magic (Aboran, Balcran, Shunran, Sodran and Valran) has its own usage trait. [/list] To review, characters get a trait point every even level. You cannot promote the same trait twice in a row. [b]Hit points and damage[/b] In Savage Worlds, a character has toughness, then up to three wounds. Once the damage passes the toughness value, every 4 points over is a wound. After playing the game nearly three years I've noted this is one of the slowest moments in the game - it isn't natural to work by units of 4. That said, I like the concept, and have been testing the following. In Prima when you are hit you are at least shaken, and for every 10 hit points of damage you take you take a wound. When your wounds exceed your resilience you are battered. When your wounds exceed your resilience and constitution, you're knocked out. If you take 10 or more damage in that state, you're dead. Since this is decimal based, the calculation of it should move faster than the multiples of 4 approach Savage Worlds uses. The lack of a toughness buffer is offset by tougher characters being allowed to have higher resilience. Further notes. Wounds against resilience recover quickly. A long rest (8 hours) recovers all resilience. Wounds against constitution however recover slowly - one / day at most and I'm considering requiring a check to actually recover the wound. Spells which attempt to charm, dominate or otherwise control a foe deal damage against resilience + charisma. Fatigue works against strength + resilience. Thoughts? [/QUOTE]
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