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Options for Supernatural Attributes?
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<blockquote data-quote="Khaalis" data-source="post: 7124166" data-attributes="member: 2167"><p>So, I've been going over WOIN again in its final form to see if it can support my design needs. </p><p></p><p>Background Info:</p><p>For this discussion, the key fact for the system I want is that species really matters, and that Supernatural species exist and effectively rule the world. Think of a Star Wars Empire vs. Rebellion feel where Supernaturals [Dragons, Jotuns and Fey] are the "Empire(s)". However, in the setting their are Lesser Supernaturals that can be played as NPCs (Drakes, Giants, and some species of Fey) as well as non-supernatural species of the Empires (Dragonborn/Kobolds, Ogre-kin, etc.). </p><p></p><p>The Issue:</p><p>What I would really want to do is treat all attributes on the same scale but be able to show the difference between Normal and Supernatural Attributes. </p><p></p><p>For instance a Human with a 3 STR is averagely strong for a Human while a Giant with a 3 STR is averagely strong for a Giant. However, the Giant with a 3 STR should still be superior to the 3 STR human. </p><p></p><p>What I am currently thinking is to represent this Scaling Difference by increasing the Die Type (d8 or d10 depending on species and amount of bonus) of Supernatural attributes. This would be in the form of a Species Exploit.</p><p></p><p>Its a bit more complex and slightly more bookkeeping to track but would represent the difference without having to simply increase Attribute Values (so that for instance 3 is Average for a Human but 9 is average for a Giant) - which is always a problem I had with systems like d20. Keep in mind that this would not be ALL attributes for the species, only a few that really matter (like STR & END for a Giant).</p><p></p><p>If increasing the Die Type doesn't work, I have a few other ideas.</p><p></p><p>Option 2: Treat any Dice Pool with a Supernatural Attribute included as 2 Grades higher for figuring Maximum Die Pool.</p><p></p><p>Option 3: (The least desirable.) Increase the amount of Species Attribute bonuses from +4 per species to +12 but state that these Species only begin with an Origin and 1 Less Career than other Species (so 3 Careers). The problem here is, is an extra +8 attributes (2 careers worth) worth the same as losing skills and exploits?</p><p></p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Khaalis, post: 7124166, member: 2167"] So, I've been going over WOIN again in its final form to see if it can support my design needs. Background Info: For this discussion, the key fact for the system I want is that species really matters, and that Supernatural species exist and effectively rule the world. Think of a Star Wars Empire vs. Rebellion feel where Supernaturals [Dragons, Jotuns and Fey] are the "Empire(s)". However, in the setting their are Lesser Supernaturals that can be played as NPCs (Drakes, Giants, and some species of Fey) as well as non-supernatural species of the Empires (Dragonborn/Kobolds, Ogre-kin, etc.). The Issue: What I would really want to do is treat all attributes on the same scale but be able to show the difference between Normal and Supernatural Attributes. For instance a Human with a 3 STR is averagely strong for a Human while a Giant with a 3 STR is averagely strong for a Giant. However, the Giant with a 3 STR should still be superior to the 3 STR human. What I am currently thinking is to represent this Scaling Difference by increasing the Die Type (d8 or d10 depending on species and amount of bonus) of Supernatural attributes. This would be in the form of a Species Exploit. Its a bit more complex and slightly more bookkeeping to track but would represent the difference without having to simply increase Attribute Values (so that for instance 3 is Average for a Human but 9 is average for a Giant) - which is always a problem I had with systems like d20. Keep in mind that this would not be ALL attributes for the species, only a few that really matter (like STR & END for a Giant). If increasing the Die Type doesn't work, I have a few other ideas. Option 2: Treat any Dice Pool with a Supernatural Attribute included as 2 Grades higher for figuring Maximum Die Pool. Option 3: (The least desirable.) Increase the amount of Species Attribute bonuses from +4 per species to +12 but state that these Species only begin with an Origin and 1 Less Career than other Species (so 3 Careers). The problem here is, is an extra +8 attributes (2 careers worth) worth the same as losing skills and exploits? Thoughts? [/QUOTE]
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