Ramblings

hong

WotC's bitch
In place of finishing this friggin' thesis.

1) There are all sorts of mechanisms by which characters get super powers as they level up (cf Robin Laws' definition of RPGs: "guys shopping for super powers"). The core books alone have spells, feats, class abilities usable X times/day, etc. The PsiHB adds power points, powers, psionic feats and whatnot. Rokugan adds Void points, and a whole bunch of feats that use these points.

You could replace all (or some) of these with a single mechanic. Say you gain power points per level, and you can use these to power feats, or power spells. It would be like taking the psychic warrior and psion, and extending the basic concept to all classes. The class system remains intact because some classes might get spellcasting progressions, other get lots of feats, and still others might get unique abilities.


2) Then you have magic items, which are essentially a way of getting super powers in exchange for cash. Although cash is, strictly speaking, optional; the nemuranai in Rokugan allow characters to get the super powered items they're accustomed to, without having to worry about money at all. So why not allow everyone, not just people with item creation feats, to spend XP to gain super powers? Cf the rules in Dragon 289 and a few other places.


3) Replace the rogue and possibly the ranger and monk with a "light fighter", like the fast hero in d20 Modern. Remove sneak attack, which might become just a generic "gobs-o-damage" ability anyone can use, in the right circumstances. Add bonus feats and a pool of feat slots. Tweak HD, BAB and saves as required.


4) Instead of spells being either off or on, give them "spell hit points" (maybe the same as the power points used to cast them, as above). Have dispel magic and counterspelling cause damage to these spell hit points. "Take 10d6 points of dispelling damage!"


Hong "no, I don't give a snick about VP/WP, armour reducing damage, low magic, harm, haste, rangers getting the shaft, etcetera" Ooi
 
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Yeah, sounds good, if done properly.

I would imagine that the designers used something similar when building the classes, some "behind the scenes" work that we didn't see.

The main trouble would be to define a cost for every and all "superpowers". And a bigger problem would be to find the _right_ cost...
 

You could replace all (or some) of these with a single mechanic. Say you gain power points per level, and you can use these to power feats, or power spells. It would be like taking the psychic warrior and psion, and extending the basic concept to all classes. The class system remains intact because some classes might get spellcasting progressions, other get lots of feats, and still others might get unique abilities.

I'm not sure I follow this. If you're using a single mechanic to power feats and spells how is that seperate classes are required to use their points differently? Are you saying that there will points for spells and points for feats? If so, how is that really any different than what we have now?

Or are you suggesting that each class gets "power points", but only have certain options available to spend them on?

Either way it's an interesting concept, but it really changes the feel of the game a lot.

4) Instead of spells being either off or on, give them "spell hit points" (maybe the same as the power points used to cast them, as above). Have dispel magic and counterspelling cause damage to these spell hit points. "Take 10d6 points of dispelling damage!"

That's a really cool idea, but it would be one more thing to keep track of. :rolleyes:
 



Check out Decipher's LotR game which has this mechanic for character advancement. Basically each class still has class skills and class feats and on gaining a level they get 5 picks. From memory I think it costs 1 pick to advance a class skill, 2 picks to choose a class feat or advance a non class skill, 3 picks to pick a non class feat and so on. It's a pretty cool mechanic but would definitely effect the feel of the D&D.
 

Dunno.

I like how different classes and procedures use slightly different mechanics. It makes it easier to pretend that we're all doing different things.

However, I really like the "dispel damage/spellpoint" concept.

Now get back to work, or else.....

greenhammer.gif
 

Some interesting ideas here, Hong.

It reminds me of the Fading Sunds (non-D20) campaigns my flatmate used to run, in which we could spend XP to buy equipment, rather than spending them on skills or stats.

At least it meant that PCs got the equipment they wanted, and the characters stayed balanced in power even including equipment.

Duncan
 


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