Post by TheUdjat on Jan 16, 2008 15:45:28 GMT -5
This thread replaces the old 'House Rules' and 'Advanced Classes' section, as it is more and more likely that Venusian Skies will not use the d20 Modern system. This topic will involve all general rules discussions, whatever form the game ultimately takes.
To outline my current plans, I am looking at creating a 'character creation' system through the M&M system. Venusian Skies, due to setting limitations, can't be quite as free form in its character creation as true M&M, but I like the freedom that system affords me. Magic and Technology will be the trickiest things to integrate, but I have planned, currently, that they will be the sole dominion of Powers.
However, it should be possible (and thoroughly plausible) to create a character with absolutely no magical or technological savvy. Rugged adventurers, daring hunters, etc. should all be quintessential parts of the game. Magic should be more 'useful' than 'destructive' - this is reflected, to some degree, with the path the 'Seven Sciences' take in their expression. Unlike D&D, there is no school devoted to destructive magic, for instance.
But that's getting off topic. Power will encompass magical effects, steampunk science, potions, etc. But most characters will be left to tangle with the other uses of power points in M&M: Attack, Defense, Saves, Abilities, Feats, etc. So if you want magic, you suffer accordingly with your normal abilities. It seems fair.
So Powers will have considerable tweaking. The 'system' of magic will be somewhat rigid, but characters should be allowed to develop customized spells and effects from the available powers. Some rotes will be pre-established, but I like the idea of a player looking at the Powers and saying 'you know, I'd like a spell that can summon a spirit to scout the landscape!', and then going ahead and doing it. These effects will be limited by a caster's ability (probably an array), and they will also be forced to spend points on 'Mana' of some sort. This pool of energy is rechargeable, after a time, but it should have some kind of reasonable limit. Casting spells will drain this pool, corresponding to the power of the ability, and a character may become fatigued if their pool gets too low.
The details aren't worked out yet, but they will be. Such mages will also be able to construct wands and other magic items (devices), potions, etc. This is in development.
Aside from Powers being confined, how will this differ from standard M&M? Well, I'm thinking about raising the PL limit (while leaving available points the same), to compensate for the lack of Powers to be purchased. I'd also like to shift away from Toughness, using the HP variant, and allowing the increase of HP through additional power points. Powers will all have a 'Mana' cost, so that will become an important feature as well.
(This poses a slight complication for 'technology', which shouldn't cost magic. But then, such inventions should be a slow matter, so are perhaps better governed by another ability.)
Still a lot of work to do here.
To outline my current plans, I am looking at creating a 'character creation' system through the M&M system. Venusian Skies, due to setting limitations, can't be quite as free form in its character creation as true M&M, but I like the freedom that system affords me. Magic and Technology will be the trickiest things to integrate, but I have planned, currently, that they will be the sole dominion of Powers.
However, it should be possible (and thoroughly plausible) to create a character with absolutely no magical or technological savvy. Rugged adventurers, daring hunters, etc. should all be quintessential parts of the game. Magic should be more 'useful' than 'destructive' - this is reflected, to some degree, with the path the 'Seven Sciences' take in their expression. Unlike D&D, there is no school devoted to destructive magic, for instance.
But that's getting off topic. Power will encompass magical effects, steampunk science, potions, etc. But most characters will be left to tangle with the other uses of power points in M&M: Attack, Defense, Saves, Abilities, Feats, etc. So if you want magic, you suffer accordingly with your normal abilities. It seems fair.
So Powers will have considerable tweaking. The 'system' of magic will be somewhat rigid, but characters should be allowed to develop customized spells and effects from the available powers. Some rotes will be pre-established, but I like the idea of a player looking at the Powers and saying 'you know, I'd like a spell that can summon a spirit to scout the landscape!', and then going ahead and doing it. These effects will be limited by a caster's ability (probably an array), and they will also be forced to spend points on 'Mana' of some sort. This pool of energy is rechargeable, after a time, but it should have some kind of reasonable limit. Casting spells will drain this pool, corresponding to the power of the ability, and a character may become fatigued if their pool gets too low.
The details aren't worked out yet, but they will be. Such mages will also be able to construct wands and other magic items (devices), potions, etc. This is in development.
Aside from Powers being confined, how will this differ from standard M&M? Well, I'm thinking about raising the PL limit (while leaving available points the same), to compensate for the lack of Powers to be purchased. I'd also like to shift away from Toughness, using the HP variant, and allowing the increase of HP through additional power points. Powers will all have a 'Mana' cost, so that will become an important feature as well.
(This poses a slight complication for 'technology', which shouldn't cost magic. But then, such inventions should be a slow matter, so are perhaps better governed by another ability.)
Still a lot of work to do here.