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General Tabletop Discussion
*Dungeons & Dragons
[Forge of Valor RPG] Setting and System Discussion
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<blockquote data-quote="Ashkhar Ben" data-source="post: 6271589" data-attributes="member: 6749162"><p>I'll go over another aspect of the Forge of Valor system: Assets.</p><p></p><p><strong>Assets</strong></p><p><strong></strong></p><p><strong></strong>Assets are permanent talents that apply circumstantial bonuses both in and out of combat. Assets are categorized into Combat and Noncombat. Characters gain one of each per level, including first. Assets help to define a character's ability in more detail than its Skills and Specialties, such as giving the ability to successfully craft items without the need to roll, or providing an increase in a specific type of weapon's bonus damage.</p><p></p><p>Each of the six species has unique Assets reserved for members of their own kind. Many of these Assets expand upon the innate abilities of each species, such as providing the ability for grohlkin to regenerate lost limbs over time. </p><p></p><p>Here are the different types of Assets:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Combat Assets</strong><ul> <li data-xf-list-type="ul"><strong></strong>Defense Assets</li> <li data-xf-list-type="ul">Control (Magic) Assets</li> <li data-xf-list-type="ul">Melee Assets</li> <li data-xf-list-type="ul">Ranged Assets</li> <li data-xf-list-type="ul">Stealth Assets</li> <li data-xf-list-type="ul">Mounted Assets</li> <li data-xf-list-type="ul">General Combat Assets</li> <li data-xf-list-type="ul">Species Specific Combat Assets</li> </ul></li> <li data-xf-list-type="ul"><strong>Noncombat Assets</strong><ul> <li data-xf-list-type="ul"><strong></strong>Crafting Assets</li> <li data-xf-list-type="ul">Exploration and Movement Assets</li> <li data-xf-list-type="ul">Skill and Expertise Assets</li> <li data-xf-list-type="ul">Social Assets</li> <li data-xf-list-type="ul">Noncombat Control Assets</li> <li data-xf-list-type="ul">Species Specific Noncombat Assets</li> </ul></li> </ul><p></p><p>Many Assets have more advanced tiers, providing an extended or improved amount of advantage in a similar circumstance. Others expand upon the original abilities of the Asset. Higher Tier Assets require the character have taken the lower Tier Assets. For example, the Sword and Board Combat Asset looks like this:</p><ul> <li data-xf-list-type="ul"><strong>Sword and Board: </strong>You gain +1 Damage Reduction when wielding a melee weapon and shield simultaneously.<ul> <li data-xf-list-type="ul"><strong>Sword and Board II: </strong>You gain +1 bonus damage with any attack while wielding a one handed melee weapon and light shield, +2 bonus damage with a medium shield, or +3 bonus damage with a heavy shield. Any damage derived from modifications to the shield, such as the Abrasive modification, does not go into effect.</li> <li data-xf-list-type="ul"><strong>Sword and Board III: </strong>You no longer take the combined dodge penalty from wielding both a shield and a weapon. Instead, you only take the greater of the two.</li> </ul></li> </ul><p></p><p>Assets are a core element of the Forge of Valor system, and provide a large amount of options to breathe life and nuance into a character. If Assets provide too much granularity for your group's taste, there are rules describing the impact of their removal, with tips for GMs to balance enemies and continue to engage players.</p></blockquote><p></p>
[QUOTE="Ashkhar Ben, post: 6271589, member: 6749162"] I'll go over another aspect of the Forge of Valor system: Assets. [B]Assets [/B]Assets are permanent talents that apply circumstantial bonuses both in and out of combat. Assets are categorized into Combat and Noncombat. Characters gain one of each per level, including first. Assets help to define a character's ability in more detail than its Skills and Specialties, such as giving the ability to successfully craft items without the need to roll, or providing an increase in a specific type of weapon's bonus damage. Each of the six species has unique Assets reserved for members of their own kind. Many of these Assets expand upon the innate abilities of each species, such as providing the ability for grohlkin to regenerate lost limbs over time. Here are the different types of Assets: [LIST] [*][B]Combat Assets[/B] [LIST] [*][B][/B]Defense Assets [*]Control (Magic) Assets [*]Melee Assets [*]Ranged Assets [*]Stealth Assets [*]Mounted Assets [*]General Combat Assets [*]Species Specific Combat Assets [/LIST] [*][B]Noncombat Assets[/B] [LIST] [*][B][/B]Crafting Assets [*]Exploration and Movement Assets [*]Skill and Expertise Assets [*]Social Assets [*]Noncombat Control Assets [*]Species Specific Noncombat Assets [/LIST] [/LIST] Many Assets have more advanced tiers, providing an extended or improved amount of advantage in a similar circumstance. Others expand upon the original abilities of the Asset. Higher Tier Assets require the character have taken the lower Tier Assets. For example, the Sword and Board Combat Asset looks like this: [LIST] [*][B]Sword and Board: [/B]You gain +1 Damage Reduction when wielding a melee weapon and shield simultaneously. [LIST] [*][B]Sword and Board II: [/B]You gain +1 bonus damage with any attack while wielding a one handed melee weapon and light shield, +2 bonus damage with a medium shield, or +3 bonus damage with a heavy shield. Any damage derived from modifications to the shield, such as the Abrasive modification, does not go into effect. [*][B]Sword and Board III: [/B]You no longer take the combined dodge penalty from wielding both a shield and a weapon. Instead, you only take the greater of the two. [/LIST] [/LIST] Assets are a core element of the Forge of Valor system, and provide a large amount of options to breathe life and nuance into a character. If Assets provide too much granularity for your group's taste, there are rules describing the impact of their removal, with tips for GMs to balance enemies and continue to engage players. [/QUOTE]
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