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<blockquote data-quote="KDLadage" data-source="post: 2071530" data-attributes="member: 88"><p>I can see your point on the rate of advancement... but for sake of argument, allow me to suggest something that I suggested back in the day (when the YB2 Rules Committee first convened) and was rejected (but which I still feel holds some merit). I am not suggesting you scrap everything and follow this concept, I am giving it out in order to offer a new way of thinking that might aid in revitalizing the way the game is played.</p><p></p><p>What if there were no set paths?</p><p></p><p>Imagine it something like this: We have a set of powers and abilities. These powers and abilities are ranked in their overall effect -- most powers and abilities being ranked at the baseline of "1 point" powers. Each time you advance, rather than having a set path defined for you in advance, you (at each tier) select "X points" worth of abilities and powers. The value of "X" in this case, could even be variable, possible going up slightly with each tier -- or even being equal to the value of th tier itself. I.e.:</p><ul> <li data-xf-list-type="ul"> <strong>Tier 0:</strong> 0 points in powers/abilities (<em>for a total of 0 points</em>)</li> <li data-xf-list-type="ul"> <strong>Tier 1:</strong> +1 point in powers/abilities (<em>for a total of 1 point</em>) </li> <li data-xf-list-type="ul"> <strong>Tier 2:</strong> +2 point in powers/abilities (<em>for a total of 3 points</em>) </li> <li data-xf-list-type="ul"> <strong>Tier 3:</strong> +3 point in powers/abilities (<em>for a total of 6 points</em>) </li> <li data-xf-list-type="ul"> <strong>Tier 4:</strong> +4 point in powers/abilities (<em>for a total of 10 points</em>)</li> <li data-xf-list-type="ul"> <strong>Tier 5:</strong> +5 point in powers/abilities (<em>for a total of 15 points</em>)</li> <li data-xf-list-type="ul"> <strong>Tier 6:</strong> +6 point in powers/abilities (<em>for a total of 21 points</em>)</li> <li data-xf-list-type="ul"> <strong>Tier 7:</strong> +7 point in powers/abilities (<em>for a total of 28 points</em>)</li> <li data-xf-list-type="ul"> <strong>Tier 8:</strong> +8 point in powers/abilities (<em>for a total of 36 points</em>)</li> <li data-xf-list-type="ul"> <strong>Tier 9:</strong> +9 point in powers/abilities (<em>for a total of 45 points</em>)</li> </ul><p></p><p>Now... in such a structure, Stamina/Ki/Chi would always cost 1 -- thus, assuming you took nothing but Stamina/Ki/Chi for all 9 tiers, you would have 45 points of the stuff -- not much you could use it for, without other abilities, but it would be there.</p><p></p><p>So abilities like Rhetoric (<em>which I would allow to be taken multiple times, to generate an additional insult with each level of the ability</em>), Signature Style, and Signature Location might cost 1 point as well. So a fighter that took nothing but these and Stamina/Ki/Chi at all tiers, might be a Tier 9 fighter with Rhetoric (+5), Signature Styles (x15), Signature Locations (x15), Stamina/Ki/Chi (10)...</p><p></p><p>Now... all of the abilities that you call "active" powers (which I would probably call "activated" powers instead) should cost 1 or more Stamina/Ki/Chi to activate. These abilities, being able to be activated outside of the effects of the generator, shoulc all be 2 or more points to take -- and thus, be restricted to Tier 2 fighters and higher. For example: Crowd Pleaser; this one might be a 2 point power, requiring the use of 1 Stamina/Ki/Chi to activate. Alternatively, you might define this power like this:</p><p></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow"><strong>Name:</strong> Crowd Pleaser</span></p><p><span style="color: Yellow"><strong>Prerequisites</strong>: None</span></p><p><span style="color: Yellow"><strong>Cost:</strong>: 2 pts</span></p><p><span style="color: Yellow"><strong>Type:</strong> Activated (Chi: 1 to 3)</span></p><p><span style="color: Yellow"><strong>Description:</strong> When you generate your move, you may declare it to be executed with extra <em>flair</em>, and then spend from 1 to 3 Chi. This must be declared as you post your move. If the move is successful, you gain +2 Yen per Chi spent on this ability; if the move is unsuccessful, there is no effect.</span></p><p></p><p>This is just an example.</p><p></p><p>But as you can see, by defining powers (and perhaps, having players define powers, that are then approved/disapproved of by the Rules Committee) you can have a game that grows and evolves... without having to define hard paths.</p><p></p><p>Now... the paths do not have to go away completly. For example, you could have 5 or 6 pre-defined sets of powers, using the system as described, and call those paths. But not lock anyone into them.</p><p></p><p>(Also... I had a lot of material I wrote on Dojo/Gang rules for how a single high-tier fighter can spend points that would create Dojo Styles/Locations... that have no more effect than a Signature Style/Location, except that once a Dojo Master/Gang Leader accepts a member into his organization, those members automatically gain the Style/Location as a "bonus" style/location that can be taken away, if the master is not pleased...)</p><p></p><p>So... what do you think?</p></blockquote><p></p>
[QUOTE="KDLadage, post: 2071530, member: 88"] I can see your point on the rate of advancement... but for sake of argument, allow me to suggest something that I suggested back in the day (when the YB2 Rules Committee first convened) and was rejected (but which I still feel holds some merit). I am not suggesting you scrap everything and follow this concept, I am giving it out in order to offer a new way of thinking that might aid in revitalizing the way the game is played. What if there were no set paths? Imagine it something like this: We have a set of powers and abilities. These powers and abilities are ranked in their overall effect -- most powers and abilities being ranked at the baseline of "1 point" powers. Each time you advance, rather than having a set path defined for you in advance, you (at each tier) select "X points" worth of abilities and powers. The value of "X" in this case, could even be variable, possible going up slightly with each tier -- or even being equal to the value of th tier itself. I.e.: [list] [*] [b]Tier 0:[/b] 0 points in powers/abilities ([i]for a total of 0 points[/i]) [*] [b]Tier 1:[/b] +1 point in powers/abilities ([i]for a total of 1 point[/i]) [*] [b]Tier 2:[/b] +2 point in powers/abilities ([i]for a total of 3 points[/i]) [*] [b]Tier 3:[/b] +3 point in powers/abilities ([i]for a total of 6 points[/i]) [*] [b]Tier 4:[/b] +4 point in powers/abilities ([i]for a total of 10 points[/i]) [*] [b]Tier 5:[/b] +5 point in powers/abilities ([i]for a total of 15 points[/i]) [*] [b]Tier 6:[/b] +6 point in powers/abilities ([i]for a total of 21 points[/i]) [*] [b]Tier 7:[/b] +7 point in powers/abilities ([i]for a total of 28 points[/i]) [*] [b]Tier 8:[/b] +8 point in powers/abilities ([i]for a total of 36 points[/i]) [*] [b]Tier 9:[/b] +9 point in powers/abilities ([i]for a total of 45 points[/i]) [/list] Now... in such a structure, Stamina/Ki/Chi would always cost 1 -- thus, assuming you took nothing but Stamina/Ki/Chi for all 9 tiers, you would have 45 points of the stuff -- not much you could use it for, without other abilities, but it would be there. So abilities like Rhetoric ([i]which I would allow to be taken multiple times, to generate an additional insult with each level of the ability[/i]), Signature Style, and Signature Location might cost 1 point as well. So a fighter that took nothing but these and Stamina/Ki/Chi at all tiers, might be a Tier 9 fighter with Rhetoric (+5), Signature Styles (x15), Signature Locations (x15), Stamina/Ki/Chi (10)... Now... all of the abilities that you call "active" powers (which I would probably call "activated" powers instead) should cost 1 or more Stamina/Ki/Chi to activate. These abilities, being able to be activated outside of the effects of the generator, shoulc all be 2 or more points to take -- and thus, be restricted to Tier 2 fighters and higher. For example: Crowd Pleaser; this one might be a 2 point power, requiring the use of 1 Stamina/Ki/Chi to activate. Alternatively, you might define this power like this: [COLOR=Yellow] [b]Name:[/b] Crowd Pleaser [b]Prerequisites[/b]: None [b]Cost:[/b]: 2 pts [b]Type:[/b] Activated (Chi: 1 to 3) [b]Description:[/b] When you generate your move, you may declare it to be executed with extra [i]flair[/i], and then spend from 1 to 3 Chi. This must be declared as you post your move. If the move is successful, you gain +2 Yen per Chi spent on this ability; if the move is unsuccessful, there is no effect.[/COLOR] This is just an example. But as you can see, by defining powers (and perhaps, having players define powers, that are then approved/disapproved of by the Rules Committee) you can have a game that grows and evolves... without having to define hard paths. Now... the paths do not have to go away completly. For example, you could have 5 or 6 pre-defined sets of powers, using the system as described, and call those paths. But not lock anyone into them. (Also... I had a lot of material I wrote on Dojo/Gang rules for how a single high-tier fighter can spend points that would create Dojo Styles/Locations... that have no more effect than a Signature Style/Location, except that once a Dojo Master/Gang Leader accepts a member into his organization, those members automatically gain the Style/Location as a "bonus" style/location that can be taken away, if the master is not pleased...) So... what do you think? [/QUOTE]
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