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[Forge-main] [FRINGE] Unique Traits
From: |
Ricardo Gladwell |
Subject: |
[Forge-main] [FRINGE] Unique Traits |
Date: |
Mon, 27 Oct 2003 17:01:19 +0000 |
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Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.4.1) Gecko/20031008 |
Hi All,
Sorry for being so quiet for so long. Things have been busy at work so,
for the benefit of anyone who might still be reading this mailing list,
I will start with some ideas I've had for unique traits.
http://freeroleplay.org/wiki/index.php/FRINGE%3A%20Basics/Unique%20Traits
Unique traits are the FRINGE equivalent of advantages and disadvantages,
although they are more important than that, taking into account traits
that are both beneficial and penalising, such as personality traits.
Unique traits are divided into the following categories:
* Advantages
* Disadvantages
* Reputations
* Persnality traits
Each trait consists of one or more *modifiers*. A modifier is an
alteration to the rules, an advantage or a penalty that can apply in
ceratin circumstances.
Modifiers
---------
There are several categories of modifiers used to construct unique
traits, including:
Access Modifiers: or meta-modifiers, impart access to other traits, or
restrict access to certain traits. For example, a Magic Ability unique
trait would give access to other magic traits, but not necesarily impart
any additional benefit. Access modifiers can be used to make other
traits more expensive to buy.
Action Modifiers: give the character the ability to perform actions he
could not normally perform, such as flying kicks, or prevent the
character from making certain actions due to some innate disability, for
example, blindmess.
Secondary Trait Modifers: increase or decrease permanent secondary trait
scores. For example, the Toughness unique trait would increase the
permanent Health of a character.
Roll Modifiers: increase or decrease the probability that certain
actions will be successful. Generally, a beneficial roll modifier will
give the player the ability to re-roll certain rolls in certain
cicurmstances, usually in exchange for a temporary point of a secondary
trait or an experience point. I haven't decided how negative roll
modifiers will work, yet: perhaps doubling the difficulty costing the
player a point of some temporary secondary trait to negate? For example,
a Reputation might allow you to re-roll certain social rolls in certain
circumstances.
What to notice from the above is that I have avoided from creating
bonuses of penalties to rolls. This is very deliberate: addnig ergular
+1/+5 bonuses to rolls will break the human-readable range design
criteria. Instead, otehr methods of improving the outcomes of rolls can
be used (e.g. re-rolling, difficulty doubling, etc).
The cost of a unique trait is determined by costing the individual
modifiers that make up a trait and summing them. Each type of modifier
will have its own costing scheme, to be devised...
Thoughts? Critcisms? Ideas?
Regards...
--
Ricardo Gladwell
President, Free Roleplaying Community
http://www.freeroleplay.org/
address@hidden
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