Sunday, January 02, 2011

New Talent Rules

Action Type Replacement

Instead of rolling using one of the listed Aspects, you will roll using the Talent. These Talents should be specialized versions of existing skills (fencing for instance). Finally, the Talent roll should be modified based on the following table:

Talent Scope Modifier

Specialized (Talent can only be used in limited situations)

Roll and add Talent Level to Ambition or Caution (decide after you roll)

Broad (Talent is limited, but could still be worked into many situations)

Roll and add Talent Level to Ambition or Caution (decide before you roll)

General (Talent can be used in almost any situation)

Roll and add Talent Level to Ambition or Caution (decide when you get this Talent)

Note: Consider the scope of the Talent from the perspective of the character’s profession. For instance, Fencing might be specialized for a Librarian and General for a Mercenary.

Example: Fencing – This Talent comes into play any time a character is wielding a sword in combat. For most characters, this would be considered Broad. So the character would roll two dice, add their Fencing Talent to either Ambition or Caution (decide before we roll).

Re-Rolls

The level of your Talent will allow a specific number of re-rolls to an existing skill over a specific amount of time. Typically this type of Talent allows one re-roll per level of Talent. Base the way the re-rolls are handled from the following table

Talent Scope Modifier

Specialized (Talent can only be used in limited situations)

Character can use whichever roll (old or new) that is more beneficial

Broad (Talent is limited, but could still be worked into many situations)

Character must take the new roll, even if it is worse

General (Talent can be used in almost any situation)

Character must take the new roll, even if it is worse.

Note: Consider the scope of the Talent from the perspective of the character’s profession. For instance, Pottery would be General for an Artisan and Specialized for a Librarian.

Example: Disarm – Characters use this Talent to overcome traps. Since this is so specialized, characters can re-roll any attempt to detect or disarm traps and take whichever roll is more beneficial a number of times per day equal to their Disarm Talent.


Non-Aspect Bonuses

A Talent might affect things that cannot be influenced by Aspects (Friends for example). Use the table below to see what values can be affected by which Talents:

Talent Scope Modifier

Specialized (Talent can only be used in limited situations)

Can be used in any roll and includes a (+2 ambition/-2 Caution and -2 Ambition/+2 Caution Action Types)

Broad (Talent is limited, but could still be worked into many situations)

Can be used for any roll.

General (Talent can be used in almost any situation)

Can be used to modify any non-conflict roll

Note: Consider the scope of the Talent from the perspective of the character’s profession. For instance, Dueling would be General for a Gladiator and Specialized for a Librarian.

Example: Dueling – This Talent allows the character to add their Talent to their Reputation when facing an opponent one on one.

Luck Replacement

A Talent might act like luck point in regard to an existing skill. Use the table below to determine how these pseudo-luck points can be used.

Talent Scope Modifier

Specialized (Talent can only be used in limited situations)

Character can declare how much luck is being spent before or after the dice are rolled. Each point spent turns a failure to a success or adds a number of points to the roll equal to the level of the Talent

Broad (Talent is limited, but could still be worked into many situations)

Character can declare how much luck is being spent before or after the dice are rolled

General (Talent can be used in almost any situation)

Character must declare how much luck is being spent before the dice are rolled

Note: Consider the scope of the Talent from the perspective of the character’s profession. For instance, Pilot would be General for a Sailor and Specialized for a Librarian.

Example: Diplomacy – This Talent allows the character to use their Talent level as Luck points on all Persuasion rolls. This Talent is Broad, the character can decide before or after the dice are rolled.

Build and Spend

Build Action Types for this Talent and then by them with your Talent Levels (similar to how Magic works).

Wednesday, December 29, 2010

Destiny Points

So,
This is the most significant non-conflict mechanic in my new fantasy game Legends of Lanasia.
Destiny Points are designed to be the players' reward for good play.
This is defined as:
- Engaging in the GM's contributions
- Entertaining the group
- Contributing to the story being told at the table.
I have very specific ideas of what these look like, but for the purposes of brevity, I will keep it short and sweet.
So, the Destiny Points do not have a direct mechanical effect (you cannot spend them to alter a die roll or re-roll or anything like that).
Their only use is for the player to ask for their reward in the form of story currency. The list of uses is as follows:
1) Introduce an event to the story
2) Introduce a plot twist
3) Introduce a sub-plot
4) Introduce a new NPC
5) Introduce a relationship with an existing NPC
6) Introduce a sub-quest
7) Introduce am item to the scene (this might be a magic sword, pile of gold or something more important to the PC like their mother's locket).

It is important to understand that once the Destiny Point is spent, something in the game will change. And the player spending it should determine what that change is.
I am going to let players besides the GM and the player spending the Destiny Point to veto, but only on two conditions:
1) Genre conventions (like, maybe they can find a golem instead of a robot)
2) Disruptive (the sub-quest takes them halfway across the world when there is a lot happening locally already)
Once that is out of the way, there are two pairs of questions that need to be answered:
1) "How big is the change?" or "How much effort does the character still need to exert?"
So, the player has to be able to answer one of these questions, Then the other is answered automatically based on their answer. So, if the change they want is earth shattering, then the player will have to spend a monumental amount of effort.
2) "What is the Mechanical effect?" or "How much effort has the character exerted?"
Again, the player answers one and the other is answered automatically. If the character already put a lot of effort to achieve this change, then the mechanical impact should be big as well..

So, to break this down to a step-by-step procedure, this is how it goes:
1) What type of change?
2) What is the change?
3) Exerted/Size? (questions 1 above)
4) Effort/Mechanics (questions 2 above)
5) Agreement (the players all think it is fun/fair and it is incorporated inot the story being told at the table)

So, what do you guys think, does this look fair and/or fun?

Sunday, December 19, 2010

Character Creation

Character Creation

  1. Come up with a basic character concept, what is the character you will play like?
  2. Name - What is your character’s name?
  3. Origin - What Nation was your character raised in?
  4. Talent - What is your character’s special Talent?
  5. Talent Level - What level is that Talent at? Choose between 1 and 6. It us used to determine the level of effectiveness for your character’s Talent, as well as some other things (e.g., Friends, Enemies, Luck, Reputation and Wealth).
  6. Set Friends, Enemies, Luck, Reputation and Wealth to one.
  7. Destiny Points - Subtract your Character’s Talent Level from seven, these are your character’s Destiny Points. This will also determine how many skills they will start with.
  8. Background Points - Multiply your character’s Talent Points by three. After that is done, subtract one. That number is how many Background points your character has.
  9. Childhood - Choose a background, select a skill from each Aspect and spend Background Points to start with more Friends if you like.
  10. Early Schooling - Choose a background, select your Destiny in Skills and spend Background Points to start with more Enemies.
  11. Professional Training - Choose a background, select your Destiny in Skills and spend Background Points to start with more Wealth.
  12. Experience - Choose a background, select your Destiny in Skills and spend Background Points to start with more Reputation.
  13. Determine Luck - However many Background Points you have remaining, these are your Luck Points. If you have more than 6 left, the excess points add to the number of Enemies you have.
  14. Determine if your Reputation is positive or Negative.
  15. Select Friends and Enemies. Each Friend and Enemy must have a Name (it can be that of an NPC introduced by the GM, a PC or you can use that slot to introduce a new character to the setting) and an origin (why are they your friends or enemies?).
  16. If none of the PCs are one of your Friends, create another type of relationship with a PC.
  17. Describe their personality
  18. Describe their Motivation
  19. Describe their Goal
  20. You are done!

Sunday, December 12, 2010

New conflict Rules

Below is diagram of how a conflict will go down in LoL.
Steampunk Crescendo is at the Editors, soon to be released.
Now, I am circling back to Legends of Lanasia!