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To Slay A Dragon in the Token System [Recruitment Ongoing]
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<blockquote data-quote="Rune" data-source="post: 6232827" data-attributes="member: 67"><p>Create your own, but we'll be playing with a few minor adjustments for flavor and to better work with the play-by-post format. </p><p></p><ul> <li data-xf-list-type="ul">First, to feel a little more like starting at first level, characters will begin with only three attributes, one at Rank 2 and the others at Rank 1. Starting Tokens will therefore be 4. Don't worry; advancement will happen pretty quickly. <br /> <br /> </li> <li data-xf-list-type="ul">Because there won't be "sessions" per se, I'll break up sessions for players to advance their attributes and refresh all Token Pools as feels natural according to the pace of the narrative.<br /> <br /> </li> <li data-xf-list-type="ul">Speaking of advancement, we will be using a simpler version that accomplishes the same things without all the bookkeeping. At the end of any "session" in which a character has made a maximum bid with every attribute (not including temporary attributes, of course), that character may either advance an attribute by one to a maximum of Rank 5 or create a new attribute at Rank 1 (hello, multiclassing!).<br /> <br /> If a character did not max out all attributes, the player can choose a number of attributes equal to the number that didn't get maxed out (not necessarily the same ones) to designate as having been used with a maximum bid during the next "session" (whether or not they actually <em>do</em> get maxed during the next "session"). In this way, early advancements should happen once a "session" and later ones should happen at least once every two.<br /> <br /> </li> <li data-xf-list-type="ul">Assuming we have multiple players, to keep things moving (and because there are neither turns, nor turn orders), I'll resolve multiple characters' actions concurrently, as long as they don't directly relate or interfere with each other. Indirectly doing so should be okay.<br /> <br /> Assisting each other by setting each other up with your own actions is another matter. Players will need to voice their intention to do so before I begin to bid in an exchange. Once I begin the process of resolving someone's action, I don't want to retcon to start an earlier one. That could get complicated. <br /> <br /> </li> <li data-xf-list-type="ul">As the module I'll be adapting is designed for Pathfinder, the setting will be D&Dish Fantasy. Please make a character that fits.</li> </ul></blockquote><p></p>
[QUOTE="Rune, post: 6232827, member: 67"] Create your own, but we'll be playing with a few minor adjustments for flavor and to better work with the play-by-post format. [list][*]First, to feel a little more like starting at first level, characters will begin with only three attributes, one at Rank 2 and the others at Rank 1. Starting Tokens will therefore be 4. Don't worry; advancement will happen pretty quickly. [*]Because there won't be "sessions" per se, I'll break up sessions for players to advance their attributes and refresh all Token Pools as feels natural according to the pace of the narrative. [*]Speaking of advancement, we will be using a simpler version that accomplishes the same things without all the bookkeeping. At the end of any "session" in which a character has made a maximum bid with every attribute (not including temporary attributes, of course), that character may either advance an attribute by one to a maximum of Rank 5 or create a new attribute at Rank 1 (hello, multiclassing!). If a character did not max out all attributes, the player can choose a number of attributes equal to the number that didn't get maxed out (not necessarily the same ones) to designate as having been used with a maximum bid during the next "session" (whether or not they actually [i]do[/i] get maxed during the next "session"). In this way, early advancements should happen once a "session" and later ones should happen at least once every two. [*]Assuming we have multiple players, to keep things moving (and because there are neither turns, nor turn orders), I'll resolve multiple characters' actions concurrently, as long as they don't directly relate or interfere with each other. Indirectly doing so should be okay. Assisting each other by setting each other up with your own actions is another matter. Players will need to voice their intention to do so before I begin to bid in an exchange. Once I begin the process of resolving someone's action, I don't want to retcon to start an earlier one. That could get complicated. [*]As the module I'll be adapting is designed for Pathfinder, the setting will be D&Dish Fantasy. Please make a character that fits.[/list] [/QUOTE]
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To Slay A Dragon in the Token System [Recruitment Ongoing]
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