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Spending character generation currency on complexity
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<blockquote data-quote="Quickleaf" data-source="post: 5637749" data-attributes="member: 20323"><p>I just had an idea for what these complexity dials might look like at character creation. At the baseline is a check with some modifier, and some way to interpret the result, with a strong set of improv guidelines to handle that. Depending on where a player wants more complexity, they can unpack the improv rules in that area, gaining access to a list of powers/talents.</p><p></p><p>For example, a rogue's player sets "Exploration" options (skills, resource management, trap-finding, etc) to high complexity but leaves "Combat" and "Roleplaying" at lower complexity. </p><p></p><p>Thus, his skills are well defined and may even break skills down into various parts or specialties (eg. skill points in Thievery generally or in Pickpockets, Disable Device, and Sleight of Hand). When he rolls a skill check he gets options other PCs don't, like Iron Heroes style skill challenges, Apocalypse World style partial successes, maybe rules for critical hits with skills, and some kind of skill powers. Likewise he gains exploration related resources (eg. trap-building points) which he gets to manage when in exploration mode. And when engaging with traps he unlocks a whole array of options unavailable to rogues with low complexity in "Exploration."</p><p></p><p>However when it comes to "Combat" he is flying by the seat of his pants and doesn't have many (if any) built-in options. Instead he uses the combat improv rules. He doesn't grant combat advantage nor does he gain it, he can't set up flanks or be flanked, and the entire way he relates to a battlemap is abstract compared to PCs with high complexity in "Combat."</p><p></p><p>Likewise he has low complexity in "Roleplaying" which probably means he wants to talk with NPCs organically without relying in rules much, or he just isn't into talky scenes. I'll assume it's the former for this example, which means when that maybe the player gets to decide when to make a social skill check rather than the DM or when a number value is needed there's simply a baseline passive social skill check assumption.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5637749, member: 20323"] I just had an idea for what these complexity dials might look like at character creation. At the baseline is a check with some modifier, and some way to interpret the result, with a strong set of improv guidelines to handle that. Depending on where a player wants more complexity, they can unpack the improv rules in that area, gaining access to a list of powers/talents. For example, a rogue's player sets "Exploration" options (skills, resource management, trap-finding, etc) to high complexity but leaves "Combat" and "Roleplaying" at lower complexity. Thus, his skills are well defined and may even break skills down into various parts or specialties (eg. skill points in Thievery generally or in Pickpockets, Disable Device, and Sleight of Hand). When he rolls a skill check he gets options other PCs don't, like Iron Heroes style skill challenges, Apocalypse World style partial successes, maybe rules for critical hits with skills, and some kind of skill powers. Likewise he gains exploration related resources (eg. trap-building points) which he gets to manage when in exploration mode. And when engaging with traps he unlocks a whole array of options unavailable to rogues with low complexity in "Exploration." However when it comes to "Combat" he is flying by the seat of his pants and doesn't have many (if any) built-in options. Instead he uses the combat improv rules. He doesn't grant combat advantage nor does he gain it, he can't set up flanks or be flanked, and the entire way he relates to a battlemap is abstract compared to PCs with high complexity in "Combat." Likewise he has low complexity in "Roleplaying" which probably means he wants to talk with NPCs organically without relying in rules much, or he just isn't into talky scenes. I'll assume it's the former for this example, which means when that maybe the player gets to decide when to make a social skill check rather than the DM or when a number value is needed there's simply a baseline passive social skill check assumption. [/QUOTE]
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