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Airbender game design needs
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<blockquote data-quote="fireinthedust" data-source="post: 5501602" data-attributes="member: 51930"><p>pbp: check out the forum "talking the talk" and "playing the game" here. Read some IC (in-character) threads, and you'll get the geist of the pbp. It's very slow, so I recommend having a really good group dynamic (to keep people coming back) and cutting to the chase/meaty scenes (ie: the campaign should always be "now" and not "build towards 20th level from 1st level"; you'll never get "there", so focus on the "here").</p><p> In short: the GM writes the description, the players respond, the GM responds to them. On a forum we can see all previous posts. Dice rollers help.</p><p></p><p></p><p>Devices (just quickly): up the LA cost of powerful items, and just say low-power items are a Feat or a freebie. Balance is an issue for combat, not ooc stuff. The possiblity of getting caught without access is a problem, so lower the LA cost for certain items. I wouldn't say Ships, they're equipment and plot devices. Power Armor, however, should be treated like cybernetics that are powerful, though removable. Obviously obstacles like too-small rooms for a Mech to enter are situational; but the GM designs every scene, so that would be intentional on the GM's part. </p><p></p><p>Mechs especially bring the power level up substantively. 3+ LA for a major item that has complex bonuses (everything from a computer library to immunities (space, environment, etc.), to weapons arrays, sensor arrays, etc.), is entirely reasonable. Missiles could be comparable to a Fireball spell, correct? And in a game designed with Mech in mind (likely upper tier characters at that point), they'll be on par with much more powerful characters (archmages, dragons, giant robots, etc.) as it is. Heck, I'd say a low level character that climbs into a mech is automatically a high-power character; if you're keeping to the scale of D&D characters, they're basically an Iron Golem when in the suit.</p><p></p><p>Same thing with powerful magical items, like Stormbringer or a staff of the magi. The character always has them, so they should just cost LA. They're powers. Spells already have drawbacks (limitations) like "needs water" or "needs books, expensive components, etc." Same thing: needs this item.</p><p></p><p>Depending on the item; only a few should have LA reduction due to possible loss of access. it will be rare in-game.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5501602, member: 51930"] pbp: check out the forum "talking the talk" and "playing the game" here. Read some IC (in-character) threads, and you'll get the geist of the pbp. It's very slow, so I recommend having a really good group dynamic (to keep people coming back) and cutting to the chase/meaty scenes (ie: the campaign should always be "now" and not "build towards 20th level from 1st level"; you'll never get "there", so focus on the "here"). In short: the GM writes the description, the players respond, the GM responds to them. On a forum we can see all previous posts. Dice rollers help. Devices (just quickly): up the LA cost of powerful items, and just say low-power items are a Feat or a freebie. Balance is an issue for combat, not ooc stuff. The possiblity of getting caught without access is a problem, so lower the LA cost for certain items. I wouldn't say Ships, they're equipment and plot devices. Power Armor, however, should be treated like cybernetics that are powerful, though removable. Obviously obstacles like too-small rooms for a Mech to enter are situational; but the GM designs every scene, so that would be intentional on the GM's part. Mechs especially bring the power level up substantively. 3+ LA for a major item that has complex bonuses (everything from a computer library to immunities (space, environment, etc.), to weapons arrays, sensor arrays, etc.), is entirely reasonable. Missiles could be comparable to a Fireball spell, correct? And in a game designed with Mech in mind (likely upper tier characters at that point), they'll be on par with much more powerful characters (archmages, dragons, giant robots, etc.) as it is. Heck, I'd say a low level character that climbs into a mech is automatically a high-power character; if you're keeping to the scale of D&D characters, they're basically an Iron Golem when in the suit. Same thing with powerful magical items, like Stormbringer or a staff of the magi. The character always has them, so they should just cost LA. They're powers. Spells already have drawbacks (limitations) like "needs water" or "needs books, expensive components, etc." Same thing: needs this item. Depending on the item; only a few should have LA reduction due to possible loss of access. it will be rare in-game. [/QUOTE]
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