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*TTRPGs General
Tall vs broad advancement in RPGs
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<blockquote data-quote="GMMichael" data-source="post: 9748096" data-attributes="member: 6685730"><p>I'd like to hear your take on these. I've seen the Dragonbane free quickstart, but I couldn't tell you how broad/tall it was from the small sample.</p><p></p><p></p><p>Well yeah! Modos 2, my ENnie nominee, uses an a la carte progression system by default. Players choose an attribute bump, skill bump, and a perk (the wild card) at each character level. So doing some literal god smacking is largely a matter of putting one's points where one needs them.* GMs wanting <em>meteoric</em> advancement can easily give additional level awards or magic item bonuses, like a fixed physical health bonus (hit points), or a corresponding default damage bump to attacks.</p><p></p><p>* Officially, doing something "divine," which is probably what the gods do, is a difficulty benchmark of 20. So a GM rolling a god's contests (for some reason) is adding at least 20 to those rolls. A lucky PC with a 1 point bonus to smacking going up against an unlucky god (with +20 on most rolls) has a 1:400 chance of getting a decent hit in.</p><p></p><p></p><p>For what it's worth, Modos 2 promotes (but doesn't require) broad advancement in different ways. For one, three damage pools means three different ways to become disabled (not dead). Putting all of one's defense eggs in one basket is risky. For another, some skills are "locked," meaning diversification is needed to do some things. Otherwise, teamwork (gasp) might be needed.</p><p></p><p></p><p>Hmm. With the exception of 4th level-and-up powers, I think Modos 2's a la carte options are all on the table at the start. But if that's not enough, the free form Hero Point allows just about anything else that the PC and GM can agree upon, albeit at a flexible daily limit.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9748096, member: 6685730"] I'd like to hear your take on these. I've seen the Dragonbane free quickstart, but I couldn't tell you how broad/tall it was from the small sample. Well yeah! Modos 2, my ENnie nominee, uses an a la carte progression system by default. Players choose an attribute bump, skill bump, and a perk (the wild card) at each character level. So doing some literal god smacking is largely a matter of putting one's points where one needs them.* GMs wanting [I]meteoric[/I] advancement can easily give additional level awards or magic item bonuses, like a fixed physical health bonus (hit points), or a corresponding default damage bump to attacks. * Officially, doing something "divine," which is probably what the gods do, is a difficulty benchmark of 20. So a GM rolling a god's contests (for some reason) is adding at least 20 to those rolls. A lucky PC with a 1 point bonus to smacking going up against an unlucky god (with +20 on most rolls) has a 1:400 chance of getting a decent hit in. For what it's worth, Modos 2 promotes (but doesn't require) broad advancement in different ways. For one, three damage pools means three different ways to become disabled (not dead). Putting all of one's defense eggs in one basket is risky. For another, some skills are "locked," meaning diversification is needed to do some things. Otherwise, teamwork (gasp) might be needed. Hmm. With the exception of 4th level-and-up powers, I think Modos 2's a la carte options are all on the table at the start. But if that's not enough, the free form Hero Point allows just about anything else that the PC and GM can agree upon, albeit at a flexible daily limit. [/QUOTE]
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