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TRAILBLAZER - PDF Release - Discussion/Questions/Errata
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<blockquote data-quote="Mark Chance" data-source="post: 4899556" data-attributes="member: 2795"><p>No problemo.</p><p></p><p></p><p></p><p>Well, I've not hammered out anything concrete yet, but here's what I'm looking at for a cost of one AP:</p><p></p><p>1. Improvement to a d20 roll before the result is known.</p><p></p><p>2. Reroll of a failed d20 roll.</p><p></p><p>3. Reroll of a failed saving throw one round after the failure.</p><p></p><p>4. Increase in movement.</p><p></p><p>5. Increase in carrying capacity.</p><p></p><p>6. An extra standard or move action.</p><p></p><p>7. Gain temporary use of a feat.</p><p></p><p>8. Increase dodge bonus.</p><p></p><p>9. Remove an existing condition, such as fatigued.</p><p></p><p>10. Free use of an otherwise limited ability.</p><p></p><p>I also want to incorporate some sort of "power stunt" feature for combat that would let a PC apply a condition effect or special effect to his attack. For example, he could spend an AP for his attack to stun his target in addition to other effects. Perhaps more significant effects would cost more than one AP. I've toyed with tying this to a narrative requirement in a <em>Feng Shui</em> sort of way.</p><p></p><p>I like the idea of AP being a per session/per adventure asset. Each PC would start with X number of APs, and could earn more APs during play for this or that. I like M&M's system of awarding Hero Points for significant setbacks and for genre-appropriate activity.</p><p></p><p>I've read about <em>Mouseguard</em> tying rewards to character personality traits and character-specific goals. I'm quite attracted to adapting this for d20 as well.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4899556, member: 2795"] No problemo. Well, I've not hammered out anything concrete yet, but here's what I'm looking at for a cost of one AP: 1. Improvement to a d20 roll before the result is known. 2. Reroll of a failed d20 roll. 3. Reroll of a failed saving throw one round after the failure. 4. Increase in movement. 5. Increase in carrying capacity. 6. An extra standard or move action. 7. Gain temporary use of a feat. 8. Increase dodge bonus. 9. Remove an existing condition, such as fatigued. 10. Free use of an otherwise limited ability. I also want to incorporate some sort of "power stunt" feature for combat that would let a PC apply a condition effect or special effect to his attack. For example, he could spend an AP for his attack to stun his target in addition to other effects. Perhaps more significant effects would cost more than one AP. I've toyed with tying this to a narrative requirement in a [i]Feng Shui[/i] sort of way. I like the idea of AP being a per session/per adventure asset. Each PC would start with X number of APs, and could earn more APs during play for this or that. I like M&M's system of awarding Hero Points for significant setbacks and for genre-appropriate activity. I've read about [i]Mouseguard[/i] tying rewards to character personality traits and character-specific goals. I'm quite attracted to adapting this for d20 as well. [/QUOTE]
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