howandwhy99
Adventurer
I would have any starting level PC powers and higher level PC-created powers be first Player-defined when it comes to the fictional game world, but GM-defined when it comes to the rule system. Players would never be told the rules except via description in the same way they would never be told about an adventure module's contents except by descriptive summary. However, the Players will learn of the effects of the rules through playing in the game world. Because of this they may figure out some of the metagame system on their own, but the whole is still unknown to them (all of this is exploring the fictional world anyways as the two are the same in terms of operation).
That is not to say a power may not have a numerical definition like a weapon has a numerically defined damage range (i.e. 1-6), but the player does not fully know what the weapon is capable of until used, often repeatedly and in different circumstances. For instance, a mundane, corroded, copper sword may do nothing more than 1d4 damage, but the player would not learn even this small amount of information until using it (telling the player the damage to roll after the swing).
NPC & Game World-defined powers are totally GM-defined with Player recommendations being about on par with Player recommendations to any other Player. These powers are far more extensive then Player-defined powers. They cover the full range of how the world operates. For example: the life sucked out by a lich, the will one loses when taken over by a vampire, the weight of a stone, or the list of a boat when sailed under different wind speeds.
GMs also need to adapt Player-defined descriptions into his or her own Game World descriptions to account for why things work the way they do. As the Player learns the true extent of each of his' or hers' powers, those powers increase in utility/true power in relation to everything else in the world. The GM then re-evaluates his or her own hidden "power level" judgments for PC-powers in the system. It doesn't matter what the power is. This is the same for a magic spell as it is for a wooden stake. I'm defining Player powers here as "anything in the game world the PC can use to their advantage" whether it be object or action. For example, the wooden stake may originally be used only to pitch a tent, but then increases in power as players learn to use it for climbing, staking doors, and even killing vampires. As it's newly understood utility is learned by non-PCs in the world, its' value is rebalanced in gp cost (gold pieces being both an in-game and out-of-game measure of power). IMO, starting level gp costs are more about the desired starting difficulty for PCs/Players vs. the current measure of utility known to more or fewer NPCs, so they don't get adjusted.
Also, it's best to keep starting number of powers for PCs small so the total number doesn't overwhelm the DM (or the Players if they are young). This keeps the work load to a desirable level, though continuous as long as the game is played. Also, as the true importance/utility of powers increases by learning more of what they actually are through play, it's best to start with only a handful to allow for fresh game play with new powers throughout the game. This does not necessarily mean complexity increases as old powers are already fairly understood. They are not lost, so a PC's total options increase. But they are rarely being explored too.
IMO, one aspect of good game design is not just how many powers it offers, but how well it aids a DM with rules to simulate Player-defined powers without supplanting real choice from that player. Personally, infinite mathematical systems are more favorable to finite systems.
Plus, no matter how many powers or abilities Players begin with it's best to call the starting level "Level 1" and begin all new PCs/Players there. If you don't start all new PCs at starting level, you disenfranchise Players of their achievement of reaching higher level - as truth just about any computer RPG recognizes.
That is not to say a power may not have a numerical definition like a weapon has a numerically defined damage range (i.e. 1-6), but the player does not fully know what the weapon is capable of until used, often repeatedly and in different circumstances. For instance, a mundane, corroded, copper sword may do nothing more than 1d4 damage, but the player would not learn even this small amount of information until using it (telling the player the damage to roll after the swing).
NPC & Game World-defined powers are totally GM-defined with Player recommendations being about on par with Player recommendations to any other Player. These powers are far more extensive then Player-defined powers. They cover the full range of how the world operates. For example: the life sucked out by a lich, the will one loses when taken over by a vampire, the weight of a stone, or the list of a boat when sailed under different wind speeds.
GMs also need to adapt Player-defined descriptions into his or her own Game World descriptions to account for why things work the way they do. As the Player learns the true extent of each of his' or hers' powers, those powers increase in utility/true power in relation to everything else in the world. The GM then re-evaluates his or her own hidden "power level" judgments for PC-powers in the system. It doesn't matter what the power is. This is the same for a magic spell as it is for a wooden stake. I'm defining Player powers here as "anything in the game world the PC can use to their advantage" whether it be object or action. For example, the wooden stake may originally be used only to pitch a tent, but then increases in power as players learn to use it for climbing, staking doors, and even killing vampires. As it's newly understood utility is learned by non-PCs in the world, its' value is rebalanced in gp cost (gold pieces being both an in-game and out-of-game measure of power). IMO, starting level gp costs are more about the desired starting difficulty for PCs/Players vs. the current measure of utility known to more or fewer NPCs, so they don't get adjusted.
Also, it's best to keep starting number of powers for PCs small so the total number doesn't overwhelm the DM (or the Players if they are young). This keeps the work load to a desirable level, though continuous as long as the game is played. Also, as the true importance/utility of powers increases by learning more of what they actually are through play, it's best to start with only a handful to allow for fresh game play with new powers throughout the game. This does not necessarily mean complexity increases as old powers are already fairly understood. They are not lost, so a PC's total options increase. But they are rarely being explored too.
IMO, one aspect of good game design is not just how many powers it offers, but how well it aids a DM with rules to simulate Player-defined powers without supplanting real choice from that player. Personally, infinite mathematical systems are more favorable to finite systems.
Plus, no matter how many powers or abilities Players begin with it's best to call the starting level "Level 1" and begin all new PCs/Players there. If you don't start all new PCs at starting level, you disenfranchise Players of their achievement of reaching higher level - as truth just about any computer RPG recognizes.