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Sketch of Generic Power Rules for Blades in the Dark
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<blockquote data-quote="Starfox" data-source="post: 9252398" data-attributes="member: 2303"><p>Yay! Thanks for commenting! </p><p>And now, of course, I am gonna argue. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I'm all for the flashback and work as a team rules, that's a big part of why I am looking at BitD. That, faster pacing, and less prep work which allows greater player freedom as its easier for the GM to improvise. What I am not looking for is starting as low scum, so I may start teams at tier 2 or 3. And I am likely to have a plot planned that happens every 3 sessions or so. Candela Obscura is basically BitD without the downtime rules, and we're using that for now. Later i expect to move on to Princess World- Frontier Kingdoms that has downtime rules. But is all for my table and not so relevant to the power rules.</p><p></p><p>I tried to play along with this by making powers much like equipment rather than spells. A pretty heavy cost per use insure not every action even if you have powers will be using powers. At the same time, there are few enough rolls in a typical score that you won't run out of resources. But I will freely admit I am far from sure about calibrating the costs.</p><p></p><p>Which is worth more, equipment or willpower? As is, I'm saying that 1 item can power a medium power while 2 willpower gives a push and a major power. I am starting to think it is too cheap to give a push AND a power for those 2 willpower. I am considering making the price for a major power 1 wp, which is where the question which is worth most, items or willpower points. My current idea is that a medium power cost EITHER a wp or an item, whereas a major power costs either one wp or one of each. I will need to get a feeling for this by playing.</p><p></p><p>For my own table I don't think people will want to transport out of the danger zone, but I see that it can be a problem. I've gated most travel powers to either be local or extremely costly, but I'll look over that again. The long-range travel powers are greater powers, which cost all your willpower and give you a trauma condition, which is a damn high price for anything.</p></blockquote><p></p>
[QUOTE="Starfox, post: 9252398, member: 2303"] Yay! Thanks for commenting! And now, of course, I am gonna argue. :) I'm all for the flashback and work as a team rules, that's a big part of why I am looking at BitD. That, faster pacing, and less prep work which allows greater player freedom as its easier for the GM to improvise. What I am not looking for is starting as low scum, so I may start teams at tier 2 or 3. And I am likely to have a plot planned that happens every 3 sessions or so. Candela Obscura is basically BitD without the downtime rules, and we're using that for now. Later i expect to move on to Princess World- Frontier Kingdoms that has downtime rules. But is all for my table and not so relevant to the power rules. I tried to play along with this by making powers much like equipment rather than spells. A pretty heavy cost per use insure not every action even if you have powers will be using powers. At the same time, there are few enough rolls in a typical score that you won't run out of resources. But I will freely admit I am far from sure about calibrating the costs. Which is worth more, equipment or willpower? As is, I'm saying that 1 item can power a medium power while 2 willpower gives a push and a major power. I am starting to think it is too cheap to give a push AND a power for those 2 willpower. I am considering making the price for a major power 1 wp, which is where the question which is worth most, items or willpower points. My current idea is that a medium power cost EITHER a wp or an item, whereas a major power costs either one wp or one of each. I will need to get a feeling for this by playing. For my own table I don't think people will want to transport out of the danger zone, but I see that it can be a problem. I've gated most travel powers to either be local or extremely costly, but I'll look over that again. The long-range travel powers are greater powers, which cost all your willpower and give you a trauma condition, which is a damn high price for anything. [/QUOTE]
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