IGTN wrote:Interesting idea. I was thinking of items providing talents directly (such as strength or martial skill), increasing your options. I hadn't considered the idea of having items augment the number of uses. If Thor's gloves and belt work together as an IGStr item he would still get benefit from them because they would basically double the number of times he can apply his big strength check bonus (+36 18 times a day instead of 9). If instead both items are IGStr items he doesn't get any bigger (still +18 to Str, +36 to Str checks), but he gets the Str check bonus 27 times a day.
It doesn't even need to be as simple as a numerical bonus, or as doubling your uses per day.
Doesn't need to be, but I like simple where I can get it.
IGTN wrote:I'll work under the assumptions of a system like yours, where all abilities are divided into tiers. I'll also divide them into "schools," which are related thematically, maybe with some synergy bonuses. Schools are perpendicular to tiers. So Tiers are things like Ordinary, Heroic, Legendary, and so on, while Schools are things like Fire Magic, Swordfighting, and Swiftness. Each combination of School and Tier has an ability list.
Pretty close. Tiers are something along these lines:
Basic (level 0): your normal dirtfarmer or townsman. Probably nothing all that interesting about him, might have a daughter that's fairly hot. Whatever. These are the common folk.
Expert (level 1-4): someone fairly skilled at what he does. Where a 'Basic smith' can more or less make a living (can be a master of the guild, even), an 'Expert smith' is the best in his ward, or even town.
Heroic (5-8): very skilled at what he does, pushing the limits of what might be possible in our world, and perhaps crossing them occasionally. Best in the province or county, say.
Master (9-12): beyond what is possible IRL. Clerics can bring the dead back to life, wizards can travel great distances in the blink of an eye. Known throughout the land.
Champion (13-16): like Master, but even more. Known across the continent.
Legendary (17-20): almost epic in their awesomeness (epic is next tier, in fact). Clerics can bring back the dead with an "it would be nice if he was here now" and a handful of pretty shinies. Wizards can bend reality to their whim. Known of around the world, even if spoken of only in whispers.
As for the talents, they are mostly fairly narrow. You get eight or ten talent slots per tier (I haven't decided), and I'm aiming for needing about 40-50% to be really competent in a certain major area (combat, spellcasting, etc.), with the option of spending more to be more broadly capable in that area.
A 'swordsman' probably wants Martial Training and Improved Martial Training (max out attack bonus), Combat Style (for a particular set of weapons, used in a certain way), and maybe a Combat Discipline (which brings out the mojo). He might also want to expand a bit more (Armor Focus, which makes armor even better for the wearer; more combat styles, shields are considered weapons here; skill focus, mounted warriors can be expected to keep their Ride mojo up -- you're goddamn good enough, you can ride on water, wind, or between worlds). There are a lot of things he can spend his slots on.
A 'wizard' can be expected to focus on Spell Training (keep his caster level and maximum spell level castable up), School Focus (get him the complex spells of a particular school), and other caster-happy things.
You can probably expect a 'dedicated fighter' to spend most of his talent slots on combat stuff (which doesn't mean it's 'mundane combat stuff', fighters can have nice stuff, even stuff that "isn't real" -- remember, they're That Goddamn Good). A 'dedicated wizard' would probably spend most of his talent slots on stuff to do with spell casting and other uses of magic. A 'gish' (meh term) probably has a mix -- he might do it within a tier, maximizing power along a narrow path with the tier, "really good at swords and fire magic", or between tiers, "better fighter than wizard, but it's close".
IGTN wrote:The way I'm doing things, though, ability scores are replaced by synergy bonuses for the schools. Everything you can do is a special ability. So Thor's Strength Set don't give him a strength bonus at all, because there isn't a strength ability score to give a bonus to. Instead, there are a list of feats of strength that an Intermediate God might want to do. They might include lifting heavy things like small mountains, the gates of other dimensions, or Mjolnir, pushing large terrain features around, throwing heavy things, tearing things apart, crushing people through their armor, super-wrestling, and so on.
Basically, instead of having things you add your strength bonus to and increasing that, you have strength abilities. If you have a lot of them you are also Really Strong, which is represented by giving you a bonus to your strength abilities. It's important that this bonus is not, though, something like a to-hit bonus where you have to stack it as high as you can. A damage bonus or equivalent is a little more acceptable, as are making your abilities in the same school a little bit interchangeable, so you can spend a use of Lift Mountain to use your Super-Wrestling when you're out of uses of the latter. Also, being Really Strong and a Intermediate God might give you the entire Demigod Strength ability list for free at at will. The synergy bonus effects can even vary from school to school. Being Really Strong might make you better at carrying things around and do more damage, but being an Accomplished Firemage increases your resistances or something.
I see what you're doing here, and it strikes me as a valid approach. To draw from your comments later about having to rebuild everything to do this, I'm trying to stick to the existing framework as much as possible. The big bonuses available a limited number of times per day appears to do much the same as "uses of Bbig Strength", and might even be used interchangeably should I move that way ('use of Big Strength' go do *this*, *this*, or *give +4n bonus to Str checks*).
As for resistance to fire and whatnot, those can be other talents. As the 'fire wizard' (max caster level, knowledge of fire spells) becomes more powerful, he'll have slots available that he can use to fill with other things such as fire resistance.
Interesting point: I'm trying to keep prereqs as simple as possible, so you don't have to worry about building up the feat trees legally, etc. as you write up a character. I'm inclined to ignore 'lower tier' prereqs (taking Heroic Fire Magic depends on Heroic Spell Training, not Expert Fire Magic -- Heroic replaces Expert, after all), but may have 'higher tier' prereqs. Fire resistance 10 might be appropriate for a Master-tier character but not an Heroic-tier character, *but* not worth a Master-tier slot, especially not a later one. Make it an Heroic talent with a Master prereq, and you can go "master fire wizard has spell training at max, fire magic at max, and we can give him Fire Res 10 on the cheap".
Yeah, I'm wandering here. I blame early-morning-Sunday (okay, it's just after noon, that's how bad it is today). I really need to get my web site set up so I can just point at it, where the writing is more coherent.
IGTN wrote:Basically, thinking Legend of Zelda for strength, the Silver Gloves don't increase your strength score. The Silver Gloves give you the special ability "push heavy blocks." The Golden Gloves don't increase your strength score either; they give you the ability "throw monoliths." You don't even have a strength score to increase or compare against those. But that's a whole-system redesign.
Yeah, and I'm not sure I want to get that precise with it.
IGTN wrote:So, anyway, Thor has a few strength abilities, and he has his gloves and belt. His gloves have some strength abilities they give to their wearer, as does his belt. So he has a total set of abilities with them that is greater than what he has on his own.
Even if there is duplication where Thor's set gives him the same abilities as he already has, or as each other, though, they don't have to be on the same power schedule. Maybe his gloves have five charges per day, and he can call upon their extraordinary might a limited number of times per day, while his belt is usable once or twice per scene, and his personal abilities are on a cooldown, or something, so if he has, say, Lift Mountain from all three, then he can lift something as heavy as a mountain once for free, and then has a cooldown during which he can use it twice per scene. If he goes beyond that, he starts dipping into daily resources.
In principle, I like the idea. I'm not sure I'd want to go there in practice, it sounds like a lot more little fiddly things to keep track of. Unless they can be used only a very small number of times or within a small period (one scene); that might be workable.
IGTN wrote:Using another example, consider the Shadow Heart master, a swordsman who uses a hybrid of Nine Papercuts and AWoD rules to determine when he can use his abilities. He has his own considerable level of skill (a whole bunch of Shadow Heart maneuvers), but he also wields the Demonblood Sword and wears the Shadow Heart Pendant, which also give Shadow Heart maneuvers. His own skills require a certain mental state, which he can get into by performing some katas and meditating, so he's on the Ritual power schedule. The Demonblood Sword has its own pool of power points for the abilities it gives him, and needs to be regularly quenched in blood. It's on the Feeding power schedule. The Pendant draws its power from darkness, and is strongest when the moon rises. It's on the Lunar power schedule. Maybe he has some armor, too, that has some minor abilities and is on the Continuous power schedule, just to round things out.
This sounds like an interesting and flavorful approach, but I think I would prefer to keep it simple for now. 'Daily' works, but I'd be open to experimentation as things move along.
Another happy thing about Echelon is that by keeping things separate and minimizing direct interaction between talents, it should be relatively easy to replace entire subsystems. I expect combat to be largely as I've described, but I could replace spell casting whole cloth fairly easily, or add or replace martial disciplines (fighter mojo) without harming the framework as a whole. I should even be able to have things more or less in parallel, with vancian magic and mana-driven magic (such as XPH) concurrently.
IGTN wrote:The already-implemented example in D&D is the wand. A wand lets you use a certain set of spells that you may or may not be able to cast normally. But the spells you cast normally are refreshed and reconfigured daily, while the staff never reconfigures what it allows you to cast, and you can only use it a certain number of times per ever before it runs out of charges. There's an Eberron item called an eternal wand that's like a wand, but with a few uses per day instead of 50 uses/existence. Pearls of Power/Rings of Wizardry also work under this system, although they're nothing like either of the examples I needed. The grandmaster's sword, though, might behave like a Pearl of Power for his sword techniques, which gives you a reason why someone would use a school-specific item for a school they're good at.
You can do a lot with items under this model. The downside is that it can't be implemented without completely redesigning the game system.
Right. Now, I'm already doing this to a certain extent. I'm losing classes, for one thing, and it's not unbelievable that monsters will end up being reconstructed on this model. I'm not afraid of work. For now, though, I want to work on limited areas at a time... though I'll admit that 'character design and construction' isn't much of a limited area.
On that note, we're really wandering off 'wealth by level' here. Want to move to a new thread, probably under Invention?
Keith