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Timmy, Johnny, & Spike - Rules for different types of players
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<blockquote data-quote="Quickleaf" data-source="post: 5617787" data-attributes="member: 20323"><p>What about 3 level talent system of charCter creation organized like layers of an onion?</p><p></p><p>The base level is low complexity, a lot like an Essentials style martial class, with a built in risk vs. reward mechanic (akin to the bidding someone mentioned), and robust improvisation rules. Active talents are either at will or have a drama point type recharge. This would be where Timmy would make his PC.</p><p></p><p>Next is opening up the whole talent tree system, with multiclass options to access trees from other classes. Within a tree there are combat oriented and non-combat talents, and some unusual ones too, but overall these are reliable. Talents recharge according to what makes sense in the story/for the narrative of a particular talent, and might work on an adrenaline mechanic. The improvisation rules above are still available of course. You really create your character rather than choose a character archetype, so this is where Johnny makes his PC.</p><p></p><p>The outer level adds another layer of complexity with talent synergies and combos, allowing Spike to build a killer PC. Power recharge is firmly based on resource management, whether by spending points, daily spells, per adventure talents, etc. There could even be an emergent play quality to some combos (dividing player info on certain talents from DM info on the same), so you might cast cone of cold only to have the fighter shield bash and shatter the enemy. Having unlocked the combo you can retrain as needed.</p><p></p><p>That's my concept in a walnutshell.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5617787, member: 20323"] What about 3 level talent system of charCter creation organized like layers of an onion? The base level is low complexity, a lot like an Essentials style martial class, with a built in risk vs. reward mechanic (akin to the bidding someone mentioned), and robust improvisation rules. Active talents are either at will or have a drama point type recharge. This would be where Timmy would make his PC. Next is opening up the whole talent tree system, with multiclass options to access trees from other classes. Within a tree there are combat oriented and non-combat talents, and some unusual ones too, but overall these are reliable. Talents recharge according to what makes sense in the story/for the narrative of a particular talent, and might work on an adrenaline mechanic. The improvisation rules above are still available of course. You really create your character rather than choose a character archetype, so this is where Johnny makes his PC. The outer level adds another layer of complexity with talent synergies and combos, allowing Spike to build a killer PC. Power recharge is firmly based on resource management, whether by spending points, daily spells, per adventure talents, etc. There could even be an emergent play quality to some combos (dividing player info on certain talents from DM info on the same), so you might cast cone of cold only to have the fighter shield bash and shatter the enemy. Having unlocked the combo you can retrain as needed. That's my concept in a walnutshell. [/QUOTE]
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