Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
An RPG with an API
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nagol" data-source="post: 5471354" data-attributes="member: 23935"><p>This can be done with a bit (read a lot) of prep by a GM using the 'toolbox' style games like Champions, GURPS, or Mutants and Masterminds. I'm most familiar with Champions, so I'll use it in my discussion.</p><p></p><p>For the guidelines, the GM sets a basic starting power level. There are a few ways to accomplish this; the suggested way to to offer an idea of appropriate levels of points spent on attacks, defence, and other areas of the PC. I typically announce a limit on total Active Points spent on a beginning character and let the chips fall a it more widely in design, but with the characters more evenly 'balanced' across wide capability.</p><p></p><p>Bob is building a d20 attack, 2d6 damage character. The normal die to use for attacking is 3d6, wanting low. Bob takes a +0 advantage on his combat power that reads "Attack rolls are linear: Attack value is 21 - d20 rather than 3d6". This make Bob more effective on really hard to hit opponents, and less effective on more ponderous characters. The attack is a either a standard sword off the equipment list, or purchased with active points, depending on GM settings.</p><p></p><p>Carol wants to play a Vancian mage found in another book. She and the GM build guidelines for what the spells can accomplish, what advantage and limitations all the spells will share, and then what power framework will best represent that type of magic. Carol can then buy her initial framework and spells known. That's the preferred (best balanced, most objective and comparable to Bob) way. If you want to avoid that, you could use the book directly at the table, but it is likely that the book was not written to meet the interface specs correctly and some conversion will be necessary. To use the book directly at the table, decide on general conversion rules and assign an arbitrary cost to the character for intiial access and the experience cost to get better. </p><p></p><p>Dan wants a minimal character sheet (he'll still need one to track the info you require for your API to handle impromtu actions like trying to hit someone with bob's sword). His is the hardest to implement because you have to understand the probability of getting "attack" configuration with the cards, effective capacity to accept damage, etc. and reverse engineer the equivalent cost in game terms. Once the mechanic is understood and defined, it is assigned a point cost. The rest of Dan's sheet is pretty blank unless he wants to do something outside the defined character concept like say learn to fix a car. Then he'd spend points on abilties found in the basic game and use those resolution mechanics for those areas.</p><p></p><p>The Go board can be implemented directly without mechanical in-game representation though the GM needs to think it through -- it is easy enough to set up a pair of eyes and make his capture impossible assuming you are using normal Go rules.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5471354, member: 23935"] This can be done with a bit (read a lot) of prep by a GM using the 'toolbox' style games like Champions, GURPS, or Mutants and Masterminds. I'm most familiar with Champions, so I'll use it in my discussion. For the guidelines, the GM sets a basic starting power level. There are a few ways to accomplish this; the suggested way to to offer an idea of appropriate levels of points spent on attacks, defence, and other areas of the PC. I typically announce a limit on total Active Points spent on a beginning character and let the chips fall a it more widely in design, but with the characters more evenly 'balanced' across wide capability. Bob is building a d20 attack, 2d6 damage character. The normal die to use for attacking is 3d6, wanting low. Bob takes a +0 advantage on his combat power that reads "Attack rolls are linear: Attack value is 21 - d20 rather than 3d6". This make Bob more effective on really hard to hit opponents, and less effective on more ponderous characters. The attack is a either a standard sword off the equipment list, or purchased with active points, depending on GM settings. Carol wants to play a Vancian mage found in another book. She and the GM build guidelines for what the spells can accomplish, what advantage and limitations all the spells will share, and then what power framework will best represent that type of magic. Carol can then buy her initial framework and spells known. That's the preferred (best balanced, most objective and comparable to Bob) way. If you want to avoid that, you could use the book directly at the table, but it is likely that the book was not written to meet the interface specs correctly and some conversion will be necessary. To use the book directly at the table, decide on general conversion rules and assign an arbitrary cost to the character for intiial access and the experience cost to get better. Dan wants a minimal character sheet (he'll still need one to track the info you require for your API to handle impromtu actions like trying to hit someone with bob's sword). His is the hardest to implement because you have to understand the probability of getting "attack" configuration with the cards, effective capacity to accept damage, etc. and reverse engineer the equivalent cost in game terms. Once the mechanic is understood and defined, it is assigned a point cost. The rest of Dan's sheet is pretty blank unless he wants to do something outside the defined character concept like say learn to fix a car. Then he'd spend points on abilties found in the basic game and use those resolution mechanics for those areas. The Go board can be implemented directly without mechanical in-game representation though the GM needs to think it through -- it is easy enough to set up a pair of eyes and make his capture impossible assuming you are using normal Go rules. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
An RPG with an API
Top