RuleMaster said:
Hey RuleMaster
RuleMaster said:
Let's see: Next to the mentioned systems I know a little of DSA (translated: TBE: The Black Eye, which is a powerful artifact - it lets see you into the past, present and future at any place and isn't the result of a fist fight

.), Shadowrun and several freestyle RPGs. I played Vampire:TM and Werewolf:TA, more often, and I've read d20 Modern. If you like, I can mail you the point-buy system for d20 Modern - you'll have to compare it with the d20 Modern SRD. FCTF can be bought at RPGnow.com - even if you don't want to use it, you can see, how others did it. Lastly, if we already have CPs, then the Book of Distinctions and Drawbacks could provide extra CPs for some disadvantages. Then we would have something like GURPS lite (
http://www.sjgames.com/gurps/lite/3e/) - I didn't look much at it, so my comparison could be wrong.
I'll have to look into some of those sometime.
RuleMaster said:
I meant with portability those variant rules. And I already assumed your concern - that was the reason, why I asked in the first place.
Ok.
I think that, with some work, any variant system should be able to be ported into the system.
I don't really think I should need to put much work in these kinds of things, since people who want to use a variant with my system will most likely change allot of it on their own, to better suit their style of play, or what not.
RuleMaster said:
IMO you make a mistake there. After reading up to page 13 or 14 of this thread, I know a bit of your exchange with U_K. He is right, that you should make it a necessity of spending CPs for this factor, like WotC makes it with every class implicitly.
Hmm... It would have to be a different Wealth system than the one WotC made then, I guess, since it simply makes no sense to me that a Soul uses some of itself to improve upon how wealthy its vessel can be. It either improves itself (magic, skills, and all that), or its vessel (combat abilities, hit points, etc). I guess it depends on how you look at things.
I know wealth should most likely be included somehow, for the reasons like the ones you gave, but I'd rather find a different way of doing it.
RuleMaster said:
Regarding the explicit factor: Because of the PC and NPC equipment factors themselves the entire amount of CPs per level must be divisible through 20, so you have the choice between 160 free CPs and 40 CPs for the PC equipment factor and 400 free CPs and 100 CPs for the equipment factor.
I'm not sure what you mean with this, but I assume you're talking about how U_K rated the character wealth.
Do you mean that I could make it so that as the players gain CP, only 4/5th of it is free for them to use? I believe U_K suggested that in one of his earlier replies to me as well, but it didn't help with the problem I have with spending XP/Soul Essence on 'Wealth Allowance'.
Since I'd rather work on my spell system, or some other part of my system, I haven't really thought about different ways of working with Character Wealth.
RuleMaster said:
I meant: "...then a VW beatle instead a VW bug ..."
Ah right

Not much into cars, so go figure
RuleMaster said:
Another question, which came up: How do you handle level drain? XP costs are returned in your system, after the item is used up. Is that unbalancing, if the expense of XPs for character development is allowed at a level-up? One suggestion: Let the XPs also return for permanent items, if those are destroyed. Better, you could let know the item creator, which item has been destroyed - in the case of the destruction of an artifact you have the reason why there is 95% chance of appearing a new enemy.
Yes, the way I had it in the back of my head was to have it free up used CR.
A level drain would free up 200 CR that were used on abilities. Since the character needs to spend time to 'use' CR, the player wont be able to reuse the CR on the spot, so it would still have about the same impact on the character while in battle with the creature that drained its level (though the aftereffect is less severe, which is fine with me). This also means that a character could have someone perform level drain on him/her, to be able to change abilities. I don't have clear rules on this though, so I don't yet know how I'd handle something like that.
With magic items, I was thinking of having it so that the character who uses the item will need to put CR into the item to activate its powers (which are returned to the character after the item is put away, or something like that).
How I'm going to handle the creation of the items, I'm not yet sure. I'm going to focus on the magic system, and then the weapon system, allong with the armor system, before I'm going to look into magic items, I think.
Edit: I was just looking through that GURPS lite document, and I had a thought of a way to make things like Wealth work for my psychologically, so to speak.

I think it would be a nice idea to have something like 'Flavor Points' or something. Things that don't actually change the character's physical or mental aptitude, but do effect the world arround him/her.
Things like.. how attractive they are, personality traits, what status/responsibilities they have (cleric, ninja, bodyguard, whatnot), as well as how wealthy they are.
I believe D20 Modern uses wealth rules that determine how good the character's economical status is (or however you call that)? Something like.. how much they can afford to spend in a certain period of time.
I would probably be able to make something work with something like that as a basis.