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Rebuilding d20 Modern for YotZ: Reloaded
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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 6168183" data-attributes="member: 6390"><p>Some brainstorming on Stats.</p><p></p><p><strong>Dex:</strong> How many bullets can be loaded into a magazine in a round. How far someone can fall without damage without a Reflex check. Divide by 3 for how many chainsaws someone can juggle. How many knives a character can throw in fifteen second. How many quarters they can put on their elbow and then snatch out of the air with the same hand. How far they can wiggle in a space too small for them to normally fit in. How many words in cursive they can write per minute.</p><p></p><p><strong>Int:</strong> The real problem with anything I might tie the Int score to is covered by skills, same with Dex. Brainstorming only got how many bees you can fit in your ear, or how big your forehead is, or how tasty the zombies think your head is.</p><p></p><p><strong>Wis:</strong> The main one floated is "30-Wis=X" where X is the number of days before the character gets to make a recovery roll from temporary insanity.</p><p></p><p>Anything we do with the stats would require charts, and while some segment of the gaming population likes charts for the most part they annoy a large amount of people. We've had some ideas, but all of it results in charts, charts, and more charts. We might make them optional rules so that people can pick and choose what they want to use, but I really wanted to make Stats mean something again.</p><p></p><p><strong>Action Points</strong> One of the fun things we came up with is the ability to blow an AP and find a magazine in your pockets that you'd forgotten tucking in there. When the combat is over, any bullets left over are discovered missing, that way they can't use it to stock up on ammo for the next combat. We also figured that it would have a weapon that your character can use be right at hand when grappled or otherwise in trouble. Finding a screwdriver or pointed stick or rock while being grappled by a zombie is a zombie fiction staple. We want to make AP's usable, something that the player will want to use, and do the difference between temp use and permanent use. One thing is that instead of having to announce you're going to use an AP prior to making the roll, we're going to make it so that the AP can be used to mod the attack or damage roll on the fly.</p><p></p><p><strong>Rep</strong> is something that will be extremely important for long term games. Both group rep and individual rep. The iconic characters from the books have massive personal and group rep. They're an army on the move, with major characters, and I want players to have that resource.</p><p></p><p>We were talking about feats that boost skills and decided that somehow they need to scale upwards with level. Otherwise they're basically fire and forget feats. A couple of suggestions was that for every 2 skill points put into the skill the feat provides a bonus skill point for free. The pathfinder "adding 1 skill point to a new skill adds a +3 bonus" was also suggested. Feats that boost willpower or reflex or what have you also need to scale. But then this might put the feats as 'everyone must have' which means that if it is something that everyone must have then perhaps it should just be rolled into general.</p><p></p><p>The trick is how to get feats be worth something that expands on the character. I don't want to make it so that someone has to plan their character exactly to qualify for AdC's or PrC's and have a non-gimped character. While gimped characters can be fun, in YotZ:R gimped characters go under the name of "food" and that's never any fun.</p><p></p><p>But there are things that we've discussed and agreed upon.</p><p></p><p>If you get bit, you are dead. No Fort Save, no nothing. There's no cure, no way to stop it. You. Are. Dead.</p><p>There will be no canon reason given for the Rising.</p><p>The timeline will be suggested only, not intended on being followed slavishly and some products will violate the timeline.</p><p></p><p>Well, in the next day or so I'll probably write a bit on if any progress has been made on the Stat front.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 6168183, member: 6390"] Some brainstorming on Stats. [b]Dex:[/b] How many bullets can be loaded into a magazine in a round. How far someone can fall without damage without a Reflex check. Divide by 3 for how many chainsaws someone can juggle. How many knives a character can throw in fifteen second. How many quarters they can put on their elbow and then snatch out of the air with the same hand. How far they can wiggle in a space too small for them to normally fit in. How many words in cursive they can write per minute. [b]Int:[/b] The real problem with anything I might tie the Int score to is covered by skills, same with Dex. Brainstorming only got how many bees you can fit in your ear, or how big your forehead is, or how tasty the zombies think your head is. [b]Wis:[/b] The main one floated is "30-Wis=X" where X is the number of days before the character gets to make a recovery roll from temporary insanity. Anything we do with the stats would require charts, and while some segment of the gaming population likes charts for the most part they annoy a large amount of people. We've had some ideas, but all of it results in charts, charts, and more charts. We might make them optional rules so that people can pick and choose what they want to use, but I really wanted to make Stats mean something again. [b]Action Points[/b] One of the fun things we came up with is the ability to blow an AP and find a magazine in your pockets that you'd forgotten tucking in there. When the combat is over, any bullets left over are discovered missing, that way they can't use it to stock up on ammo for the next combat. We also figured that it would have a weapon that your character can use be right at hand when grappled or otherwise in trouble. Finding a screwdriver or pointed stick or rock while being grappled by a zombie is a zombie fiction staple. We want to make AP's usable, something that the player will want to use, and do the difference between temp use and permanent use. One thing is that instead of having to announce you're going to use an AP prior to making the roll, we're going to make it so that the AP can be used to mod the attack or damage roll on the fly. [b]Rep[/b] is something that will be extremely important for long term games. Both group rep and individual rep. The iconic characters from the books have massive personal and group rep. They're an army on the move, with major characters, and I want players to have that resource. We were talking about feats that boost skills and decided that somehow they need to scale upwards with level. Otherwise they're basically fire and forget feats. A couple of suggestions was that for every 2 skill points put into the skill the feat provides a bonus skill point for free. The pathfinder "adding 1 skill point to a new skill adds a +3 bonus" was also suggested. Feats that boost willpower or reflex or what have you also need to scale. But then this might put the feats as 'everyone must have' which means that if it is something that everyone must have then perhaps it should just be rolled into general. The trick is how to get feats be worth something that expands on the character. I don't want to make it so that someone has to plan their character exactly to qualify for AdC's or PrC's and have a non-gimped character. While gimped characters can be fun, in YotZ:R gimped characters go under the name of "food" and that's never any fun. But there are things that we've discussed and agreed upon. If you get bit, you are dead. No Fort Save, no nothing. There's no cure, no way to stop it. You. Are. Dead. There will be no canon reason given for the Rising. The timeline will be suggested only, not intended on being followed slavishly and some products will violate the timeline. Well, in the next day or so I'll probably write a bit on if any progress has been made on the Stat front. [/QUOTE]
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