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Airbender game design needs
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<blockquote data-quote="garrowolf" data-source="post: 5501497" data-attributes="member: 31900"><p>I love feedback in how to make the game make more sense to other people. That Is one of the hard things about creating a game is that you are not sure what parts people do and don't understand. </p><p></p><p>One of the things about Powers is that I am trying to make them as broadly useful as possible. There is electrokinesis which covers "lightning" in a higher tech setting. In a lower tech setting it is considered fire coming from the sky. You could do Rain as a Water effect if you wanted to but I figured that Storm would fill out some of the holes when I was creating the elemental magic. If you want to you can create a more basic Air Power by stripping some of the weather material from it. However it works very well if you have a Weather Witch from a fantasy setting. </p><p></p><p>Device has been giving me fits. I know what I want it to do but I'm not entirely sure of how is best to do it. It does take up LA if it is a major item or merit points if it is minor or more common. It works fine for Magic Items such as a Magic Sword but I am still trying to figure out the best way to deal with Mechs and Spaceships and such. On one hand the machines make you more powerful when you are in them but you can't stay in them all the time and they are only useful for certain things. If space travel is common at higher tech levels then a spacecraft may not be any more powerful then a minivan in our tech level. However if you have it at a lower tech level it changes things alot. Plus I don't think that a pilot should have to pay for a ship just because he is a pilot. It's confusing. </p><p></p><p>Yes the campaign level determines the total level of the character. You can take some of those levels as LA in certain things depending on the setting. S if you set the game at level 5 and Dwarf costs 2 then you have 3 class levels left. You create a level 3 character and then add the Dwarf bonuses. </p><p></p><p>On the everyman skills you can trade them for skills that make more sense or even trade a basic skill for a feat. </p><p></p><p>One of the things that I am working on is a list of Archetypes for each tech level. It will provide not only example characters but they can be used for quick creation of characters and they can be used as NPCs. I plan on doing a step by step as soon as I finish that. </p><p></p><p>One of the links is to the traits page. If you have any suggestions on how to make it clearer I would love to hear it. I need the feedback. </p><p></p><p>There is a Game Concepts page where I give an overview. Some of this is answered in there. </p><p></p><p>I've never really even seen a pbp game so I don't know much about it. If you want to help me figure it out I'll run a game for you.</p></blockquote><p></p>
[QUOTE="garrowolf, post: 5501497, member: 31900"] I love feedback in how to make the game make more sense to other people. That Is one of the hard things about creating a game is that you are not sure what parts people do and don't understand. One of the things about Powers is that I am trying to make them as broadly useful as possible. There is electrokinesis which covers "lightning" in a higher tech setting. In a lower tech setting it is considered fire coming from the sky. You could do Rain as a Water effect if you wanted to but I figured that Storm would fill out some of the holes when I was creating the elemental magic. If you want to you can create a more basic Air Power by stripping some of the weather material from it. However it works very well if you have a Weather Witch from a fantasy setting. Device has been giving me fits. I know what I want it to do but I'm not entirely sure of how is best to do it. It does take up LA if it is a major item or merit points if it is minor or more common. It works fine for Magic Items such as a Magic Sword but I am still trying to figure out the best way to deal with Mechs and Spaceships and such. On one hand the machines make you more powerful when you are in them but you can't stay in them all the time and they are only useful for certain things. If space travel is common at higher tech levels then a spacecraft may not be any more powerful then a minivan in our tech level. However if you have it at a lower tech level it changes things alot. Plus I don't think that a pilot should have to pay for a ship just because he is a pilot. It's confusing. Yes the campaign level determines the total level of the character. You can take some of those levels as LA in certain things depending on the setting. S if you set the game at level 5 and Dwarf costs 2 then you have 3 class levels left. You create a level 3 character and then add the Dwarf bonuses. On the everyman skills you can trade them for skills that make more sense or even trade a basic skill for a feat. One of the things that I am working on is a list of Archetypes for each tech level. It will provide not only example characters but they can be used for quick creation of characters and they can be used as NPCs. I plan on doing a step by step as soon as I finish that. One of the links is to the traits page. If you have any suggestions on how to make it clearer I would love to hear it. I need the feedback. There is a Game Concepts page where I give an overview. Some of this is answered in there. I've never really even seen a pbp game so I don't know much about it. If you want to help me figure it out I'll run a game for you. [/QUOTE]
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