System Ufera
First Post
Hello, everyone! As some of you may be aware, I'm designing my own RPG system. The problem I'm facing this time is regarding flaws that players may choose at character creation, or more specifically, what player characters can get in return for them.
In my system, character advancements are gained by spending experience points on the advancements; that way, players have a lot more freedom in designing the characters that they want. Like in other systems, XP also counts toward leveling. That said, my first and only idea thus far is to introduce a "special" kind of experience point, which does not count towards leveling and is only gained from specific things, such as taking flaws.
Why this won't work:
[sblock]The problem with this idea is that I already have two types of experience points: Regular Experience Points, or XP, and Professional Experience Points, or PXP. Mechanically speaking, they only differ in what they can be spent on; XP can be spent on any generic upgrade, while PXP can be spent only on upgrades granted by professions or on obtaining new professions (professions in my system are like mini-classes that define your character's abilities in a modular way, in case you were wondering). Otherwise, since they count toward leveling, their totals are always going to be equal.
Purpose-wise, the difference is in the "ideal" goals of spending either. PXP would be spent on your character's "focus," or at the very least, a specific thing you'd want your character to be able to do. Say, for example, you want to play a mage; you'd spend PXP almost entirely on stuff that makes you better at casting spells. XP, on the other hand, would be spent with less focus in order to "flesh out" your character's abilities. Sure, you could spend it all on making your mage better at casting spells, but my system's built in such a way that, in an average campaign, a character who is min-maxed to be good at only one thing will be almost unplayable.
The aforementioned Special Experience Points, or SXP, being entirely unrelated to the character's level, would be granted only from such things as taking flaws, or as a reward from the GM that would only apply to a specific player character. They could be spent on anything that can be bought with either XP or PXP.
All that said, both myself and a friend of mine agree that adding a third type of experience point, no matter how different it is, would just be too much.[/sblock]
What I need, then, is an alternative approach to generically reimbursing flaws that doesn't involve adding yet another form of XP. What I mean by "generic" is that it would be applicable as a reimbursement for any flaw. The opposite, of course, would be reimbursements that are specific to certain flaws; for example, Ugliness might increase a character's Intimidate skill. While specific reimbursements could be done for some flaws, a lot of flaws don't lend themselves to anything specific; thus, a generic form of reimbursement is needed.
Any ideas?
In my system, character advancements are gained by spending experience points on the advancements; that way, players have a lot more freedom in designing the characters that they want. Like in other systems, XP also counts toward leveling. That said, my first and only idea thus far is to introduce a "special" kind of experience point, which does not count towards leveling and is only gained from specific things, such as taking flaws.
Why this won't work:
[sblock]The problem with this idea is that I already have two types of experience points: Regular Experience Points, or XP, and Professional Experience Points, or PXP. Mechanically speaking, they only differ in what they can be spent on; XP can be spent on any generic upgrade, while PXP can be spent only on upgrades granted by professions or on obtaining new professions (professions in my system are like mini-classes that define your character's abilities in a modular way, in case you were wondering). Otherwise, since they count toward leveling, their totals are always going to be equal.
Purpose-wise, the difference is in the "ideal" goals of spending either. PXP would be spent on your character's "focus," or at the very least, a specific thing you'd want your character to be able to do. Say, for example, you want to play a mage; you'd spend PXP almost entirely on stuff that makes you better at casting spells. XP, on the other hand, would be spent with less focus in order to "flesh out" your character's abilities. Sure, you could spend it all on making your mage better at casting spells, but my system's built in such a way that, in an average campaign, a character who is min-maxed to be good at only one thing will be almost unplayable.
The aforementioned Special Experience Points, or SXP, being entirely unrelated to the character's level, would be granted only from such things as taking flaws, or as a reward from the GM that would only apply to a specific player character. They could be spent on anything that can be bought with either XP or PXP.
All that said, both myself and a friend of mine agree that adding a third type of experience point, no matter how different it is, would just be too much.[/sblock]
What I need, then, is an alternative approach to generically reimbursing flaws that doesn't involve adding yet another form of XP. What I mean by "generic" is that it would be applicable as a reimbursement for any flaw. The opposite, of course, would be reimbursements that are specific to certain flaws; for example, Ugliness might increase a character's Intimidate skill. While specific reimbursements could be done for some flaws, a lot of flaws don't lend themselves to anything specific; thus, a generic form of reimbursement is needed.
Any ideas?