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Trying to decide if this is too complex of a system for generating abilities for the card system I mentioned yesterday. Concept is you spend your experience/character points to add nodes to cards/buy additional cards as well as to purchase Skill ranks Skill system is a bit soft by design. Intended to be a "convince the GM" rather than spelling out uses. However, Skill ranks are invested to purchase modules (parts of abilities) that can be assembled in Nodes to make your abilities...

Modules are one time purchases and can be used on multiple cards, the only restriction is the same module can only be used once per card and you can't have the same ability on more than one card.

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@redlila That sounds a bit like the Illuminati boardgame :)

I'm a bit afraid of complexity. On the other hand, experience shows that cooperative cards in a RPG can work nicely, if the players are boardgame-minded (see Torg and Torg Eternity).

@Yoric I don't quite see the illuminate connection but the idea is that I want something with the flexibility of something like BESM in creating the character you want with the abilities you want but with a bit more of a structure to it so the choices aren't purely arbitrary. The cards in this system replace dice mechanics entirely but each card is multipurpose so its kind of weird.

@redlila Multipurpose cards sound ok to me. I'm a bit afraid of the mechanics during play if you need to assemble (and reassemble?) nodes all the time.

@Yoric Oh the nodes and modules are down time/leveling mechanics. You DO NOT change those mid session.

@Yoric At the table you have a hand of 3 - (5 or 7, haven't decided yet) cards which represent abilities you can perform built in that system. You can use those cards as their ability activation trigger or you can use them to "bid" on a skill check using the number of nodes and the relevant invested skill ranks in the modules used. to get its value for resolving challenges...

@Yoric So like if you need to sneak by a guard you don't need to build a "i'm sneaky" ability. Instead you build interesting stuff by buying stealth related modules and building abilities out of them and then if the modules you used cost 6 Stealth ranks and the number of nodes is 3 then the value of that card on Stealth checks is 9, 6 for the invested Stealth Ranks and 3 from nodes. ..

@Yoric You could use that same card on a Strength check if you wanted but it would only be worth 3 since Stealth isn't relevant to lifting a boulder.

@redlila So you buy modules and abilities during character creation, right? What does a module look like?

@Yoric Character Creation looks something like this:
Start with 3 cards with 2 nodes
Get X points
Points can be spent to:
Get more Cards
Add Nodes to Cards
Buy Skill Ranks
Once you've spent your points you then invest your Skill Ranks to purchase Modules. Modules are permanent unlocks and can be reused on multiple cards.
...

@Yoric
Modules consist of:
a Skill Value (the investment cost) that is added to checks relevant to that skill
An ability strut that either sets the target of an ability, the effect of the ability, or modifies the function of an ability....

@Yoric The module system is a little complex because its meant to allow you to create almost anything you want while maintaining a level of play balance. Things like a "Passive" module that allows an Ability to be always on reducing the numeric stats of the ability. So if I make a self-cast armor spell that provides 10 armor for 3 rounds, I could make the duration Permanent by adding Passive to it but doing so would reduce the armor by half to just 5. (hypothetical, not final design)

@redlila So would you have a list of possible module shapes? Or are players expected to come up with their own, as in Fate Aspects?

@Yoric The plan for now is to have a set of modules to choose from to start but also include a framework for building your own.

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