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<blockquote data-quote="LostSoul" data-source="post: 5472424" data-attributes="member: 386"><p>If I understand correctly, I think I'm already doing that!</p><p></p><p>It's a pretty complicated system now (thanks to this little bit of feedback: "There has to be a clear currency.") but I'll try to sum it up.</p><p></p><p>[sblock]</p><p>PRE-PLAY</p><p>1. Create the setting before play begins; this includes a challenging setting with active threats, as well as custom skill lists and available classes and races</p><p>1a. I am only allowing PHB classes and races unless the PCs discover more through play</p><p>1b. I am allowing 1e-style multiclassing with Warlocks</p><p>2. Describe the setting to the players via rumours and an overview of the campaign, its genre, and general setting</p><p>3. Character creation; rolling 3d6 straight-up for stats (means you can't play a pre-set "build", that your character is never guaranteed to be anything except what you can get during play - this is a <strong>huge</strong> factor)</p><p>4. Players pick Goals for their characters; this is why you are adventuring, and unless you complete it you can't hit level 11</p><p>5. Players pick Quests for their characters; Quests are based on the setting, but can be of any difficulty level that's available</p><p></p><p>PLAY</p><p>1. The DM describes the setting and asks the players what their characters do</p><p>2. The players describe their actions, taking full use of any metagame knowledge they may have</p><p>3. The DM resolves their actions; if there is a conflict between characters, he determines how to resolve those</p><p></p><p>CONFLICT</p><p>When conflicts arise, the DM determines which sub-system to use (combat, social conflict, evasion & pursuit, wandering monsters, getting lost, etc.); the basics are presented below:</p><p>1. The players & DM describe the actions of their characters & NPCs</p><p>2. The DM determines the modifiers to the roll based on the descriptions of the actions; fictional details determine which skill modifiers are used, which stat modifiers are used (stats are no longer tied to specific skills)</p><p>3. The DM determines the DC based on the description of the action (powers are no longer hard-coded to use specific Defences)</p><p>4. The DM determines the outcome based on the rolls; binary results are rare, since both parties almost always have a chance to succeed and to fail (i.e. I succeed, you succeed; I fail, you fail; I succeed, you fail; I fail, you succeed)</p><p>5. Repeat until the conflict is resolved</p><p></p><p>REST & REFRESH</p><p>As the resources of PCs are depleted via conflict, they will need to rest to refresh them.</p><p>1. Daily Powers refresh based on class:</p><p>1a. Divine characters regain Daily Powers by performing a service to a community based on their god; or they sneak off, spend money on exotic drugs, and complete a secret rite</p><p>1b. Martial characters must "carouse"</p><p>1c. Wizards need time and seclusion</p><p>1d. Warlocks must do something specific, as determined by their pact ("Pact Obligation")</p><p>2. Healing surges return at a rate of 1 per day, and only in town</p><p>3. XP is only handed out to surviving members of the expedition once back in town</p><p></p><p>CHARACTER GROWTH</p><p>As PCs complete Quests and deal with Conflict, their characters change. Each option here takes about a week.</p><p>1. PCs must spend GP and time in order to level up</p><p>1a. Warlocks must only fulfil their pact obligation</p><p>1b. Divine characters and Wizards require ritual components</p><p>1c. Martial characters require NPC trainers and GP</p><p>2. Magic items may be built</p><p>3. Technological items may be built</p><p>4. New character components (Exploits, Prayers, Spells; Feats and Skills) may be researched</p><p>5. Character components may be swapped</p><p>6. XP can be gained</p><p>7. Attitudes in town can be influenced</p><p></p><p>NPC REACTION</p><p>Lairs and towns grow as NPCs react to the actions of the PCs.</p><p>1. GP or ritual components spent in a town change the town</p><p>1a. Towns can take on specialists, develop new buildings or fortifications, and attract new migrants</p><p>2. Actions taken by the PCs determine modifiers to a Reaction Roll to determine the town's disposition to the PCs</p><p>3. Similar to the above, there is an Authority Roll to determine the amount of sway the PCs hold in town</p><p>4. NPC actions modify a simple die roll to determine if an NPC settlement changes</p><p>4a. Towns increase/decrease in population, possibly changing their level</p><p>4b. Lairs increase/decrease in level, changing population</p><p></p><p>---</p><p></p><p>This is the Heroic Tier; I have only vague ideas about what will happen when PCs hit 11th level. That will have something to do with the Paragon Path chosen, long-term cycles of play (from seasons to years/decades), and kingdoms.[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5472424, member: 386"] If I understand correctly, I think I'm already doing that! It's a pretty complicated system now (thanks to this little bit of feedback: "There has to be a clear currency.") but I'll try to sum it up. [sblock] PRE-PLAY 1. Create the setting before play begins; this includes a challenging setting with active threats, as well as custom skill lists and available classes and races 1a. I am only allowing PHB classes and races unless the PCs discover more through play 1b. I am allowing 1e-style multiclassing with Warlocks 2. Describe the setting to the players via rumours and an overview of the campaign, its genre, and general setting 3. Character creation; rolling 3d6 straight-up for stats (means you can't play a pre-set "build", that your character is never guaranteed to be anything except what you can get during play - this is a [b]huge[/b] factor) 4. Players pick Goals for their characters; this is why you are adventuring, and unless you complete it you can't hit level 11 5. Players pick Quests for their characters; Quests are based on the setting, but can be of any difficulty level that's available PLAY 1. The DM describes the setting and asks the players what their characters do 2. The players describe their actions, taking full use of any metagame knowledge they may have 3. The DM resolves their actions; if there is a conflict between characters, he determines how to resolve those CONFLICT When conflicts arise, the DM determines which sub-system to use (combat, social conflict, evasion & pursuit, wandering monsters, getting lost, etc.); the basics are presented below: 1. The players & DM describe the actions of their characters & NPCs 2. The DM determines the modifiers to the roll based on the descriptions of the actions; fictional details determine which skill modifiers are used, which stat modifiers are used (stats are no longer tied to specific skills) 3. The DM determines the DC based on the description of the action (powers are no longer hard-coded to use specific Defences) 4. The DM determines the outcome based on the rolls; binary results are rare, since both parties almost always have a chance to succeed and to fail (i.e. I succeed, you succeed; I fail, you fail; I succeed, you fail; I fail, you succeed) 5. Repeat until the conflict is resolved REST & REFRESH As the resources of PCs are depleted via conflict, they will need to rest to refresh them. 1. Daily Powers refresh based on class: 1a. Divine characters regain Daily Powers by performing a service to a community based on their god; or they sneak off, spend money on exotic drugs, and complete a secret rite 1b. Martial characters must "carouse" 1c. Wizards need time and seclusion 1d. Warlocks must do something specific, as determined by their pact ("Pact Obligation") 2. Healing surges return at a rate of 1 per day, and only in town 3. XP is only handed out to surviving members of the expedition once back in town CHARACTER GROWTH As PCs complete Quests and deal with Conflict, their characters change. Each option here takes about a week. 1. PCs must spend GP and time in order to level up 1a. Warlocks must only fulfil their pact obligation 1b. Divine characters and Wizards require ritual components 1c. Martial characters require NPC trainers and GP 2. Magic items may be built 3. Technological items may be built 4. New character components (Exploits, Prayers, Spells; Feats and Skills) may be researched 5. Character components may be swapped 6. XP can be gained 7. Attitudes in town can be influenced NPC REACTION Lairs and towns grow as NPCs react to the actions of the PCs. 1. GP or ritual components spent in a town change the town 1a. Towns can take on specialists, develop new buildings or fortifications, and attract new migrants 2. Actions taken by the PCs determine modifiers to a Reaction Roll to determine the town's disposition to the PCs 3. Similar to the above, there is an Authority Roll to determine the amount of sway the PCs hold in town 4. NPC actions modify a simple die roll to determine if an NPC settlement changes 4a. Towns increase/decrease in population, possibly changing their level 4b. Lairs increase/decrease in level, changing population --- This is the Heroic Tier; I have only vague ideas about what will happen when PCs hit 11th level. That will have something to do with the Paragon Path chosen, long-term cycles of play (from seasons to years/decades), and kingdoms.[/sblock] [/QUOTE]
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