Starfox
Hero
I'm feeling really presumptuous now, working outside my experience. I've only played a few sessions of BitD, but I am considering it for my Greyhawk campaign as it moves into the baroque. My players are used to games like DnD where spells/powers play a very important feature, and I am considering how to integrate this into BitD in a future game, likely several years in the future. So one of these nights, I got inspired and wrote the skeleton of a power system. Sleep is overrated. This is the why. Lets not discuss the why so much, some will think this is not BitD at all and that's ok and a personal preference.
Powers
No on to the how. Powers are special abilities that are much more open than most. The things you can do with powers are linked to the usual actions. For example, if you have the Fire power, you can use with Attune to communicate with, summon, or dismiss fire creatures, you can use Hunt or Skirmish too make fire attacks, Tinker to shape fires or use fire as a tool, and so on. This refers back to the normal actions of BitD.
The abilities of each power-action combination are divided into four classes, from easy to super expensive. As an optional rule, these effect can be tier-gated, so you only get access to the stronger abilities at higher tier.
Power Playbooks
To pick a power, you have to have it as a special ability in your playbook. This creates the need for new playbooks that allow powers. My thought is to have power books for different magic traditions, like wizard, cleric, warlock, and so on. There is a price for power. Each power tradition forces you to start with a specific trauma condition, which generally restricts your use of powers. So "A wizard must speak out loud and gesture to use powers. Their powers are recoded in tomes called spellbooks, and a wizard gradually loses their powers if they can't access this book." Each power playbook also has a list of special equipment that generally helps power use, and a list of which specific powers that power playbook can pick.
Naturally all of this would be modified for a specific setting, especially the power playbooks; there are no technomancers in my Greyhawk campaign, and many actions would be inappropriate for some settings. Remove power from Hunt and Skirmish, and your setting's powers become a lot less flashy.
Concerns
My main worry at this moment is that the push powers are too cheap. With dramatic effects like these, you are likely to push anyway, so the cost is basically negleble. I may change to cost to 2 willpower, without giving the push benefit and allowing a normal, but is still up in the air.
Further Reading
I put all of this on a wiki page if you want to dive into it. BitD Powers@Starfox's Wiki. As I said, this is a sketch, and I expect to polish it alot.
Powers
No on to the how. Powers are special abilities that are much more open than most. The things you can do with powers are linked to the usual actions. For example, if you have the Fire power, you can use with Attune to communicate with, summon, or dismiss fire creatures, you can use Hunt or Skirmish too make fire attacks, Tinker to shape fires or use fire as a tool, and so on. This refers back to the normal actions of BitD.
The abilities of each power-action combination are divided into four classes, from easy to super expensive. As an optional rule, these effect can be tier-gated, so you only get access to the stronger abilities at higher tier.
- Free: Can be used anytime. This generally replaces a mundane tool.
- Equipment: You have to tick off an item use each time you use this power. This is often a fine, potent attack and similar good equipment options
- Push: You must push to use this ability. This is area attacks and effects that are normally impossible, such as temporary flight or a short teleport.
- Trauma: These effect use upp all your willpower, and have appropriately powerful effect, often able to escape (but not complete) a score or create some permanent effect like a gate. The GM may allow these to be used as long-time projects.
Power Playbooks
To pick a power, you have to have it as a special ability in your playbook. This creates the need for new playbooks that allow powers. My thought is to have power books for different magic traditions, like wizard, cleric, warlock, and so on. There is a price for power. Each power tradition forces you to start with a specific trauma condition, which generally restricts your use of powers. So "A wizard must speak out loud and gesture to use powers. Their powers are recoded in tomes called spellbooks, and a wizard gradually loses their powers if they can't access this book." Each power playbook also has a list of special equipment that generally helps power use, and a list of which specific powers that power playbook can pick.
Naturally all of this would be modified for a specific setting, especially the power playbooks; there are no technomancers in my Greyhawk campaign, and many actions would be inappropriate for some settings. Remove power from Hunt and Skirmish, and your setting's powers become a lot less flashy.
Concerns
My main worry at this moment is that the push powers are too cheap. With dramatic effects like these, you are likely to push anyway, so the cost is basically negleble. I may change to cost to 2 willpower, without giving the push benefit and allowing a normal, but is still up in the air.
Further Reading
I put all of this on a wiki page if you want to dive into it. BitD Powers@Starfox's Wiki. As I said, this is a sketch, and I expect to polish it alot.