fireinthedust
Explorer
I'm re-watching the series Avatar: the last airbender.
Naturally I'm thinking of how to turn this into its own, self-contained game system. Not that I'd sit down and do it, but it's a great exercise. Likely you've done it yourselves, while watching the series.
I'm thinking about:
1) System to use. [sblock=systems]Tri-stat BESM, or BESM d20 (the cheap booklet) could work, though I have never used them. True20 could do, but the adept progression is too slow; and I'm not sure about levels. M&M is great, but I've yet to meet players who didn't rush an array or max out powers, rather than enjoying their low PL; so everyone would be more powerful than the avatar if they had the PP; otherwise, the idea of an array seems good, for individual powers (but no dynamic arrays).
I don't know that a class-and-level system would do for this setting. Yes and no: sure, they get stronger with their powers, and each Bending style has different elements to it (fire does combat better, maybe). Still, it's rather strict, and the characters seem to gain abilities more organically than after XP pools overflow to the next level.
Maybe the math goes up by XP, but the gaining of powers fills the role of finding more treasures: a water bending scroll shows you three more moves, it takes a week to learn each one, etc.
The powers would follow one class, I think, but each type would gain certain benefits perhaps, or other traits; in addition to their powers (read: spells per day, but more like at-will powers)
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2) How to represent kids in-game: they're not strong, per se. Basically, all heroes are young. What would this do to a game?
3) Is balance something to be sought? Why play Sokka (non-bender human) in a game alongside the Avatar, three other powerful benders (read: magic-user monks) and a world of giant monsters? Or, rather, how to play said character true to type *without* giving them piles of magic items and feats, like a human fighter?
Could a Sokka class be built in the same style or form as a Bender?
Naturally I'm thinking of how to turn this into its own, self-contained game system. Not that I'd sit down and do it, but it's a great exercise. Likely you've done it yourselves, while watching the series.
I'm thinking about:
1) System to use. [sblock=systems]Tri-stat BESM, or BESM d20 (the cheap booklet) could work, though I have never used them. True20 could do, but the adept progression is too slow; and I'm not sure about levels. M&M is great, but I've yet to meet players who didn't rush an array or max out powers, rather than enjoying their low PL; so everyone would be more powerful than the avatar if they had the PP; otherwise, the idea of an array seems good, for individual powers (but no dynamic arrays).
I don't know that a class-and-level system would do for this setting. Yes and no: sure, they get stronger with their powers, and each Bending style has different elements to it (fire does combat better, maybe). Still, it's rather strict, and the characters seem to gain abilities more organically than after XP pools overflow to the next level.
Maybe the math goes up by XP, but the gaining of powers fills the role of finding more treasures: a water bending scroll shows you three more moves, it takes a week to learn each one, etc.
The powers would follow one class, I think, but each type would gain certain benefits perhaps, or other traits; in addition to their powers (read: spells per day, but more like at-will powers)
[/sblock]
2) How to represent kids in-game: they're not strong, per se. Basically, all heroes are young. What would this do to a game?
3) Is balance something to be sought? Why play Sokka (non-bender human) in a game alongside the Avatar, three other powerful benders (read: magic-user monks) and a world of giant monsters? Or, rather, how to play said character true to type *without* giving them piles of magic items and feats, like a human fighter?
Could a Sokka class be built in the same style or form as a Bender?