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Towards a Story Now 4e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7440307" data-attributes="member: 82106"><p>Thinking about whether the topic is best served by posting chunks of rule text or not. Or at least I don't think it is that sensible to post big chunks of crunchy stuff when we all probably have read plenty of this type of material before! </p><p></p><p>I'm going to just post a few points from the 'Characters' section, which provides a full description of all the stuff that could appear on a character sheet in HoML. Suffice it to say you have D&D style ability scores! Here's a bit that should start showing where I want PCs to go</p><p></p><p>[h=2]<span style="color: #8b4513">Character Traits</span></p><p><span style="color: #8b4513"></span>[/h] <span style="color: #8b4513">Each PC starts the game with three character traits. These attributes describe the character in narrative terms. Players are free to invent any specific traits they wish, but three are suggested, a strength, a weakness, and a goal. Other traits may be generated as desired by the players and GM as well during the course of play. Options might include beliefs, interests, fears, etc.</span></p><p> <span style="color: #8b4513">Character traits are the attributes which are used to drive the character’s story. They should be evocative, interesting, and speak to the character’s nature, agenda, and needs. When the GM creates challenges for the PCs he will use these traits to decide what will engage a given character.</span></p><p> <span style="color: #8b4513">For example: If a player describes his character as ‘honest to a fault’ then the GM is likely to test his honesty. What price will he pay to remain honest? Is he naive, or highly principled? How will he cope with a situation where his honesty will hurt others?</span></p><p> <span style="color: #8b4513">Traits are also used to govern the use of Inspiration.</span></p><p> [h=2]<span style="color: #8b4513">Inspiration</span>[/h] <span style="color: #8b4513">At any given time a character either has inspiration available, or not. Usually a character will be granted inspiration at the start of a session of play. Later the player may spend the inspiration, or acquire it again based on actions governed by the character's traits. See the section on Inspiration later in these rules for more information.</span></p><p><span style="color: #8b4513"> </span></p><p>Hit points are hit points, Gygax pretty well nailed that one and we're not improving on it here....</p><p></p><p>[h=2]<span style="color: #8b4513">Vitality</span></p><p><span style="color: #8b4513"></span>[/h] <span style="color: #8b4513">In addition to hit points each character also has a vitality attribute. This has a numeric value which represents the number of vitality points the character can expend. Vitality points may be used for a wide variety of things. They can be used to power an extra action, as a reserve of durability which a hero can dig into in order to restore his or her hit points, or a resource which can be used to power magic items, spells, or other extraordinary abilities of a character. Generally speaking only PCs have non-zero vitality. Most NPCs lack the connections to fate and destiny which translate into vitality points.</span></p><p></p><p> <span style="color: #8b4513">PCs each receive 8 vitality points at first level and receive another 1 at each of 9[SUP]th[/SUP] and 17[SUP]th[/SUP] levels. Vitality points are recovered as determined by the GM, see the discussion of rest and recovery in the Adventuring section of the rules.</span></p><p><span style="color: #8b4513"></span><span style="color: #000000"></span></p><p><span style="color: #000000">I want to simplify things, so I decided that it was pointless to have separate action points, etc. and just have one set of 'vitality points' which can be used like HS and AP as well as for other things (the main one being power recharge). So basically, if they're going to be used in many ways, then we can't really give out different amounts of them to different classes like in standard 4e... Also, by removing these class differences we make it easier to make use of different game elements in new ways, a wizard isn't ALWAYS a guy with few hit points who cannot take punishment. That might not be the typical wizard in terms of how they play out, but...</span></p><p><span style="color: #000000"></span><span style="color: #800000"></span></p><p><span style="color: #800000"></span></p><p>[h=2]<span style="color: #800000">Damage Resistance</span>[/h] <span style="color: #800000">Each character has a damage resistance attribute. Whenever a character takes damage its damage resistance value is subtracted from the damage taken. Damage resistance is primarily provided by armor, but may also be a result of various boons, the effects of powers, etc. Note that damage resistance values may or may not stack, depending on how they are worded. A power might grant “Damage resistance 5”, which sets the character's damage resistance at this value. A magic ring might grant a +1 permanent bonus to damage resistance, which is added to whatever the character has already. A character with both of the above effects in play would have a damage resistance of 6, the highest specific value acts as a base, but bonuses stack on top of that, subject to the general stacking rule (only one bonus of each type). Damage Resistance is usually abbreviated 'DR'. </span></p><p><span style="color: #800000"> </span><span style="color: #000000">I did away with AC! Again, this is just simpler, there's no longer this weird extra defense which sort of logically should overlap with the others anyway (why do some attacks only care about your armor and not how tough you are or if you can dodge well?). Every attack goes against one of the 3 4e-style defenses, and THEN your armor takes a bite out of the damage! This can create problems, I know, but it also solved a whole bunch of things in 4e real quick. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">I'd also note that DR applies to all sorts of damage. Yes, this means the guy in plate armor resists fear and etc. better. That might offend you, well too bad! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I look at it this way, cladding yourself in plate armor is a way of saying you are a tough walking tank of a guy, and if that means you don't chicken out easily, well, is that so crazy? </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p>[h=2]<span style="color: #800000">Background</span></p><p><span style="color: #800000"></span>[/h] <span style="color: #800000">Each character may have additional background elements. These help to round out the character and fill in details of his or her story. They may also point out areas where the character has some special knowledge, or other minor boon, which may be noted. There are several categories of background element:</span></p><p> </p><ol> <li data-xf-list-type="ol"> <span style="color: #800000">Parentage – Who were the characters parents, what was their position in society, etc.</span><br /> <span style="color: #800000"> </span></li> <li data-xf-list-type="ol"> <span style="color: #800000">Occupation – What did the character do before he became a hero?</span><br /> <span style="color: #800000"> </span></li> <li data-xf-list-type="ol"> <span style="color: #800000">Society – What was the character's role and position in society?</span><br /> <span style="color: #800000"> </span></li> <li data-xf-list-type="ol"> <span style="color: #800000">Geography – Where did the character live?</span><br /> <span style="color: #800000"> </span></li> <li data-xf-list-type="ol"> <span style="color: #800000">Bonds – Who did the character know?</span><br /> </li> </ol><p><span style="color: #800000">Most characters will have at most one of each of these five categories of background element, but these are only suggestions, players should feel free to add other types, forgo using some of these, or even use more than one of the same type if it works for them.</span></p><p> <span style="color: #000000">I really had little to say about classes and races that 4e doesn't say. Backgrounds are pretty similar in theory, BUT here you get specialized knowledge (IE proficiency bonus if something fits closely with your backstory) and you can invoke these elements like character traits witn your Inspiration. This is definitely encouraging players to create a solid backstory and use these elements to make it interesting. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Now, the next section I tackled was character generation. This was done back in the early phase of constructing the rules so that people could actually get into a game (kinda useful, that) but lately I've thought that I'm missing an opportunity there to make it into a true character building process instead of just a cookbook. Anyway, that's a topic for next time. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"> </span></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7440307, member: 82106"] Thinking about whether the topic is best served by posting chunks of rule text or not. Or at least I don't think it is that sensible to post big chunks of crunchy stuff when we all probably have read plenty of this type of material before! I'm going to just post a few points from the 'Characters' section, which provides a full description of all the stuff that could appear on a character sheet in HoML. Suffice it to say you have D&D style ability scores! Here's a bit that should start showing where I want PCs to go [h=2][COLOR=#8b4513]Character Traits [/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Each PC starts the game with three character traits. These attributes describe the character in narrative terms. Players are free to invent any specific traits they wish, but three are suggested, a strength, a weakness, and a goal. Other traits may be generated as desired by the players and GM as well during the course of play. Options might include beliefs, interests, fears, etc.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Character traits are the attributes which are used to drive the character’s story. They should be evocative, interesting, and speak to the character’s nature, agenda, and needs. When the GM creates challenges for the PCs he will use these traits to decide what will engage a given character.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]For example: If a player describes his character as ‘honest to a fault’ then the GM is likely to test his honesty. What price will he pay to remain honest? Is he naive, or highly principled? How will he cope with a situation where his honesty will hurt others?[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Traits are also used to govern the use of Inspiration.[/COLOR] [COLOR=#8b4513] [/COLOR][h=2][COLOR=#8b4513]Inspiration[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]At any given time a character either has inspiration available, or not. Usually a character will be granted inspiration at the start of a session of play. Later the player may spend the inspiration, or acquire it again based on actions governed by the character's traits. See the section on Inspiration later in these rules for more information.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513][/COLOR] Hit points are hit points, Gygax pretty well nailed that one and we're not improving on it here.... [h=2][COLOR=#8b4513]Vitality [/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]In addition to hit points each character also has a vitality attribute. This has a numeric value which represents the number of vitality points the character can expend. Vitality points may be used for a wide variety of things. They can be used to power an extra action, as a reserve of durability which a hero can dig into in order to restore his or her hit points, or a resource which can be used to power magic items, spells, or other extraordinary abilities of a character. Generally speaking only PCs have non-zero vitality. Most NPCs lack the connections to fate and destiny which translate into vitality points.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]PCs each receive 8 vitality points at first level and receive another 1 at each of 9[SUP]th[/SUP] and 17[SUP]th[/SUP] levels. Vitality points are recovered as determined by the GM, see the discussion of rest and recovery in the Adventuring section of the rules. [/COLOR][COLOR=#000000] I want to simplify things, so I decided that it was pointless to have separate action points, etc. and just have one set of 'vitality points' which can be used like HS and AP as well as for other things (the main one being power recharge). So basically, if they're going to be used in many ways, then we can't really give out different amounts of them to different classes like in standard 4e... Also, by removing these class differences we make it easier to make use of different game elements in new ways, a wizard isn't ALWAYS a guy with few hit points who cannot take punishment. That might not be the typical wizard in terms of how they play out, but... [/COLOR][COLOR=#800000] [/COLOR] [h=2][COLOR=#800000]Damage Resistance[/COLOR][/h][COLOR=#800000] [/COLOR][COLOR=#800000]Each character has a damage resistance attribute. Whenever a character takes damage its damage resistance value is subtracted from the damage taken. Damage resistance is primarily provided by armor, but may also be a result of various boons, the effects of powers, etc. Note that damage resistance values may or may not stack, depending on how they are worded. A power might grant “Damage resistance 5”, which sets the character's damage resistance at this value. A magic ring might grant a +1 permanent bonus to damage resistance, which is added to whatever the character has already. A character with both of the above effects in play would have a damage resistance of 6, the highest specific value acts as a base, but bonuses stack on top of that, subject to the general stacking rule (only one bonus of each type). Damage Resistance is usually abbreviated 'DR'. [/COLOR] [COLOR=#800000] [/COLOR][COLOR=#000000]I did away with AC! Again, this is just simpler, there's no longer this weird extra defense which sort of logically should overlap with the others anyway (why do some attacks only care about your armor and not how tough you are or if you can dodge well?). Every attack goes against one of the 3 4e-style defenses, and THEN your armor takes a bite out of the damage! This can create problems, I know, but it also solved a whole bunch of things in 4e real quick. I'd also note that DR applies to all sorts of damage. Yes, this means the guy in plate armor resists fear and etc. better. That might offend you, well too bad! ;) I look at it this way, cladding yourself in plate armor is a way of saying you are a tough walking tank of a guy, and if that means you don't chicken out easily, well, is that so crazy? [/COLOR] [h=2][COLOR=#800000]Background [/COLOR][/h][COLOR=#800000] [/COLOR][COLOR=#800000]Each character may have additional background elements. These help to round out the character and fill in details of his or her story. They may also point out areas where the character has some special knowledge, or other minor boon, which may be noted. There are several categories of background element:[/COLOR] [COLOR=#800000] [/COLOR] [LIST=1] [*][COLOR=#800000] [/COLOR][COLOR=#800000]Parentage – Who were the characters parents, what was their position in society, etc.[/COLOR] [COLOR=#800000] [/COLOR] [*][COLOR=#800000] [/COLOR][COLOR=#800000]Occupation – What did the character do before he became a hero?[/COLOR] [COLOR=#800000] [/COLOR] [*][COLOR=#800000] [/COLOR][COLOR=#800000]Society – What was the character's role and position in society?[/COLOR] [COLOR=#800000] [/COLOR] [*][COLOR=#800000] [/COLOR][COLOR=#800000]Geography – Where did the character live?[/COLOR] [COLOR=#800000] [/COLOR] [*][COLOR=#800000] [/COLOR][COLOR=#800000]Bonds – Who did the character know?[/COLOR] [COLOR=#800000] [/COLOR] [/LIST] [COLOR=#800000] [/COLOR][COLOR=#800000]Most characters will have at most one of each of these five categories of background element, but these are only suggestions, players should feel free to add other types, forgo using some of these, or even use more than one of the same type if it works for them.[/COLOR] [COLOR=#000000]I really had little to say about classes and races that 4e doesn't say. Backgrounds are pretty similar in theory, BUT here you get specialized knowledge (IE proficiency bonus if something fits closely with your backstory) and you can invoke these elements like character traits witn your Inspiration. This is definitely encouraging players to create a solid backstory and use these elements to make it interesting. Now, the next section I tackled was character generation. This was done back in the early phase of constructing the rules so that people could actually get into a game (kinda useful, that) but lately I've thought that I'm missing an opportunity there to make it into a true character building process instead of just a cookbook. Anyway, that's a topic for next time. [/COLOR] [COLOR=#000000] [/COLOR][COLOR=#000000] [/COLOR] [/QUOTE]
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