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<blockquote data-quote="MoonSong" data-source="post: 7649813" data-attributes="member: 6689464"><p>Actually I have a personal fantasy hearthbreaker in the works that does more or less that. However it doesn't work at all like 4e. The game's motto: "everything has a cost, however the universe won't necessarilly be fair if you pay"</p><p></p><p>Basically PC's are generated either randomly or by spreading 100% on inheritances, 100% on "soul kinds" and 3 points between Affinities, the resulting values define how good or how bad is the character when improving certain attributes. Speciffic combos of inheritances, affinites and soul kinds make up for "Hidden potential" and potential powers and paths. (Activation of those powers are on the GMs hands but are informed by some factors such as "there is a chance this power becomes active when the character is about to die").</p><p></p><p>The game is skill based, however unlike other games were skills are "bought", on this game skills are "learned", a character has a chance to learn a skill by trainning, taking trials and tribulations.(want ot learn to fight? find a mentor, want to learn how to sealcast? find a book on runes and study it) Skills also improve as they are used, the more you use a skill the better the chances you improve with it. Each time you improve a skill you gain another point towards improving the attribute it is based of.</p><p></p><p>In addition to regular skills there are also major skills, those are usually more complex (like spellcasting) again they are obtained through trials and tribulations, but also as "treasure". Major skills allow learning and improving speciffic skills (like a spellcaster learning a spell or a martial artist learning a special attack). Basically it is a Stat Grinding response to GURPS with a resolution system descended from BRPS and 2nd edition NWPS. (A class system can be layered over to allow for more controlled growth, however it is only an option)</p></blockquote><p></p>
[QUOTE="MoonSong, post: 7649813, member: 6689464"] Actually I have a personal fantasy hearthbreaker in the works that does more or less that. However it doesn't work at all like 4e. The game's motto: "everything has a cost, however the universe won't necessarilly be fair if you pay" Basically PC's are generated either randomly or by spreading 100% on inheritances, 100% on "soul kinds" and 3 points between Affinities, the resulting values define how good or how bad is the character when improving certain attributes. Speciffic combos of inheritances, affinites and soul kinds make up for "Hidden potential" and potential powers and paths. (Activation of those powers are on the GMs hands but are informed by some factors such as "there is a chance this power becomes active when the character is about to die"). The game is skill based, however unlike other games were skills are "bought", on this game skills are "learned", a character has a chance to learn a skill by trainning, taking trials and tribulations.(want ot learn to fight? find a mentor, want to learn how to sealcast? find a book on runes and study it) Skills also improve as they are used, the more you use a skill the better the chances you improve with it. Each time you improve a skill you gain another point towards improving the attribute it is based of. In addition to regular skills there are also major skills, those are usually more complex (like spellcasting) again they are obtained through trials and tribulations, but also as "treasure". Major skills allow learning and improving speciffic skills (like a spellcaster learning a spell or a martial artist learning a special attack). Basically it is a Stat Grinding response to GURPS with a resolution system descended from BRPS and 2nd edition NWPS. (A class system can be layered over to allow for more controlled growth, however it is only an option) [/QUOTE]
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