Differences between revisions 1 and 6 (spanning 5 versions)
Revision 1 as of 2008-08-23 19:19:26
Size: 580
Editor: cal
Comment:
Revision 6 as of 2008-09-06 17:55:02
Size: 1669
Editor: cal
Comment:
Deletions are marked like this. Additions are marked like this.
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= Flatfooted =; = Flatfooted =
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When a character makes a successful attack against a column on a target, their next attack, if against a different column on the same target, is assumed to catch the target flatfooted. The target doesn't get the attribute bonus to their defense for that attack. When a character makes a successful attack against an Aspect on a target, their next attack, if against a different Aspect of the same target, is assumed to catch the target flatfooted. The target takes a penalty to their defense for that attack.
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= Advancement =; = Advancement =
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 * Every 3rd level a character adds 1 to a row or column of their attributes.
Start level 3 or 3rd advancement?
 * Every 3rd level a character may increment one Aspect or Attribute. Start level 3 or 3rd advancement?
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= Problem Areas =

Some potential powers may be difficult to balance in D10:

Summoning, adds a temporary member to the party.

Power words

Many permanent effects

= Exceptions to 3 Aspects =

 * Constructs * no social
 * Incorporeal * no body



'''Reduce Aspect / Attribute build points?'''

Reducing build points from 21 by 1/6, rounding down, gives 17. Allows 8 average over 6 remaining ability scores, placing 1s in all attributes. Reduce to 15 to limit average to 7, but limited favorable build options.



'''Make a remaining aspect or aspects increased cost?'''

Increasing cost of aspect points by 50% offsets loss of meaningful aspect. An incorporeal might take 3/1.5, 3/1.5 5,5,5, or 9/1.5, 9/1.5, 1,1,1, and get a 7 average either way.



Making one aspect double cost is another option. For example, if constructs have double cost mind, outsmarting a construct tends to be favorable over battering it. Body 1, Mind 2/2, 6 to all attributes, would give our construct 7 on all ability scores. 6, 0/2, 5,5,5, would give 11 all body abilities, 5 all mind, 8 average.

Rules for D10 awaiting approval or detail decisions.

Flatfooted

When a character makes a successful attack against an Aspect on a target, their next attack, if against a different Aspect of the same target, is assumed to catch the target flatfooted. The target takes a penalty to their defense for that attack.

Advancement

  • Every 3rd level a character may increment one Aspect or Attribute. Start level 3 or 3rd advancement?
  • Additional Talents and Powers: alternating, choice of 1/level? skip in levels you get a stat boost?

Problem Areas

Some potential powers may be difficult to balance in D10:

Summoning, adds a temporary member to the party.

Power words

Many permanent effects

Exceptions to 3 Aspects

  • Constructs * no social
  • Incorporeal * no body

Reduce Aspect / Attribute build points?

Reducing build points from 21 by 1/6, rounding down, gives 17. Allows 8 average over 6 remaining ability scores, placing 1s in all attributes. Reduce to 15 to limit average to 7, but limited favorable build options.

Make a remaining aspect or aspects increased cost?

Increasing cost of aspect points by 50% offsets loss of meaningful aspect. An incorporeal might take 3/1.5, 3/1.5 5,5,5, or 9/1.5, 9/1.5, 1,1,1, and get a 7 average either way.

Making one aspect double cost is another option. For example, if constructs have double cost mind, outsmarting a construct tends to be favorable over battering it. Body 1, Mind 2/2, 6 to all attributes, would give our construct 7 on all ability scores. 6, 0/2, 5,5,5, would give 11 all body abilities, 5 all mind, 8 average.

D10Devel (last edited 2008-09-06 17:55:02 by cal)