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<blockquote data-quote="Emberashh" data-source="post: 9211596" data-attributes="member: 7040941"><p>So it bugged me I hadn't made a decision, so I spent the day thinking on it. </p><p></p><p>I came at it from a budget perspective; I knew as a general rule, if someone completely maxes their Skills, they shouldn't be able to stack more than two full classes together, with room to invest in non-Class content. </p><p></p><p>So, I figured in order to do that, using some adjusted math for Class Level costs I already had in place, I'd need players to be able to amass around 300ish Skill Points after maxing, which to make the math even I brought up to 320. Thats with Class costs going up to 2 for 2nd, 4 for 3rd, 6 for 4th, and so on. </p><p></p><p>Each Skill will be tracked individually, and will allow 3 Usage marks. After either Resting or at Session end, you'll go through and confirm the marks. Roll 1d20, beat the current value. With a Luck score, you can add a bonus die, starting at a d4 and stepping up from there to a d12 at 30 Luck. (This was a neat idea. Not only gives another incentive to engage my Birthsign mechanics, but also lets players have some input on their progression rate)</p><p></p><p>And I decided to commit to Skill Perks being a thing; 4 for each Skill, 6 Ranks in each perk. Professions will just be "Perks" with Ranks; you get a freebie unlock at Chargen, and can spend SP to rank it up or unlock more, using the same cost progression as Classes. And then Bloodlines will be an Ability chain; 6 Abilities, 1SP each, and you automatically get them as you take the requisite class types. </p><p></p><p>From my perspective, this should give some really comepelling chew for character builders, and will be pretty non-abrasive to everyone else. Those who are fine with a mono-class will have plenty of room to specialize in precisely what they want, and without any worry of viability (assuming I don't mess up content design anyway <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />)</p><p></p><p></p><p></p><p>I believe this will just warrant a sidebar in the text alongside the respec rules. Shouldn't be too hard to make it clear. </p><p></p><p></p><p></p><p>Yep exactly. Dragonbane lies in the same BRP/Runequest heritage that COC does. (Which incidentally is why I took such a liking to it)</p><p></p><p></p><p></p><p>Yep! Really neat idea, just a shame it was so scant in DW. Thats what inspired me to elaborate on it with more progression instead of having it just be a single ability or passive. </p><p></p><p></p><p></p><p>Yeah, I suppose its an advantage of how high-powered my games PCs will be. Finding peak optimal will be intentionally hard (and not to mention require significant investment in playtime), but the least optimal is still going to be perfectly viable. </p><p></p><p>The only way you could do it wrong is to intentionally misuse your character. Like, specing yourself into Martial stats/classes/etc and nothing but, but constantly trying to use Magic instead of anything you're actually good at. </p><p></p><p>But even then, you'd then have to intentionally respec yourself out of being a basic mage, as you'll be leveling those skills by using them. </p><p></p><p></p><p></p><p>Yeah I think its going to be one of the killer apps in my game. For example, my Warrior class is going to have a catalog of Techniques (like Maneuvers but better) that it uses through its Battle Combo mechanic. </p><p></p><p>Other martials won't be able to access the Combos without investing in Warrior, BUT, the Technique catalog is also a handy list of Martial stuff that could be easily referenced for Improvised Actions. No need to negotiate with the WK to get your Barbarian a useful effect out of punching someone in the Liver; just use Liver Strike <img class="smilie smilie--emoji" loading="lazy" alt="😉" title="Winking face :wink:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" data-shortname=":wink:" />.</p><p></p><p>(And as it happens, I also decided to make Mighty Deeds a core Martial mechanic, so Martials in particular are going to be able to use IA better than everyone else, giving them a viable edge over the Martial hybrids that will just have regular IA)</p><p></p><p></p><p></p><p>Yeah my thinking, after working through it today, is that while Perks will still be tuned to be more horizontal than vertical, I do want people to be able to pick and choose rather than just slowly accumulating stuff they might not use. </p><p></p><p>Especially because by design, characters are MAD, so you're going to have to build up a lot of Skills to reach their potential.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9211596, member: 7040941"] So it bugged me I hadn't made a decision, so I spent the day thinking on it. I came at it from a budget perspective; I knew as a general rule, if someone completely maxes their Skills, they shouldn't be able to stack more than two full classes together, with room to invest in non-Class content. So, I figured in order to do that, using some adjusted math for Class Level costs I already had in place, I'd need players to be able to amass around 300ish Skill Points after maxing, which to make the math even I brought up to 320. Thats with Class costs going up to 2 for 2nd, 4 for 3rd, 6 for 4th, and so on. Each Skill will be tracked individually, and will allow 3 Usage marks. After either Resting or at Session end, you'll go through and confirm the marks. Roll 1d20, beat the current value. With a Luck score, you can add a bonus die, starting at a d4 and stepping up from there to a d12 at 30 Luck. (This was a neat idea. Not only gives another incentive to engage my Birthsign mechanics, but also lets players have some input on their progression rate) And I decided to commit to Skill Perks being a thing; 4 for each Skill, 6 Ranks in each perk. Professions will just be "Perks" with Ranks; you get a freebie unlock at Chargen, and can spend SP to rank it up or unlock more, using the same cost progression as Classes. And then Bloodlines will be an Ability chain; 6 Abilities, 1SP each, and you automatically get them as you take the requisite class types. From my perspective, this should give some really comepelling chew for character builders, and will be pretty non-abrasive to everyone else. Those who are fine with a mono-class will have plenty of room to specialize in precisely what they want, and without any worry of viability (assuming I don't mess up content design anyway :P) I believe this will just warrant a sidebar in the text alongside the respec rules. Shouldn't be too hard to make it clear. Yep exactly. Dragonbane lies in the same BRP/Runequest heritage that COC does. (Which incidentally is why I took such a liking to it) Yep! Really neat idea, just a shame it was so scant in DW. Thats what inspired me to elaborate on it with more progression instead of having it just be a single ability or passive. Yeah, I suppose its an advantage of how high-powered my games PCs will be. Finding peak optimal will be intentionally hard (and not to mention require significant investment in playtime), but the least optimal is still going to be perfectly viable. The only way you could do it wrong is to intentionally misuse your character. Like, specing yourself into Martial stats/classes/etc and nothing but, but constantly trying to use Magic instead of anything you're actually good at. But even then, you'd then have to intentionally respec yourself out of being a basic mage, as you'll be leveling those skills by using them. Yeah I think its going to be one of the killer apps in my game. For example, my Warrior class is going to have a catalog of Techniques (like Maneuvers but better) that it uses through its Battle Combo mechanic. Other martials won't be able to access the Combos without investing in Warrior, BUT, the Technique catalog is also a handy list of Martial stuff that could be easily referenced for Improvised Actions. No need to negotiate with the WK to get your Barbarian a useful effect out of punching someone in the Liver; just use Liver Strike 😉. (And as it happens, I also decided to make Mighty Deeds a core Martial mechanic, so Martials in particular are going to be able to use IA better than everyone else, giving them a viable edge over the Martial hybrids that will just have regular IA) Yeah my thinking, after working through it today, is that while Perks will still be tuned to be more horizontal than vertical, I do want people to be able to pick and choose rather than just slowly accumulating stuff they might not use. Especially because by design, characters are MAD, so you're going to have to build up a lot of Skills to reach their potential. [/QUOTE]
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