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Dice Chucker- Talents

Industry news, gaming reviews, ideas and any other topics roleplayers might enjoy.
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13 posts • Page 2 of 2 • 1, 2
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Postby SlickBlueSkin » Wed Feb 23, 2005 10:39 am

SlickBlueSkin
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Postby oversoul » Wed Feb 23, 2005 4:55 pm

In my mind this is how I see it. As a GM and a player. Rolling for a ability like infravision would be too time consuming and what point would it have??? I think talents or good intrinsics as I am leaning to calling them, will add legitimacy to something I think GMs will do anyway.

I am thinking of doing a few sample characters and uploading them just to show how I feel different things can be done. Although in the end people will create characters how they see fit, and that is what I really want
Bobby
oVeRsOuL gAmEs
- We control the world so you don't have too!
oversoul
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Postby oversoul » Mon Feb 28, 2005 8:29 am

Lots of posts today, lots of snow today, so no work today.

Well I have rewritten the flaw section for v3. It is now know as intriniscs and covers both "flaws" and "talents". I am posting it below. I would love some opinions on it . Does it need anything?

I could really use someone to proofreader and edit it. I have done all I can with my limited education. "Who needs to learn english I already speak it!" :(


Intrinsics

There are some things in Dice Chucker that it just does not make sense to roll for. These are things that are usually considered to be always "on". This means the character does not have to do anything special to use them. They also do not have a variable effect so there is not need to decide fortune with dice.

Intrinsics come in both negative and positive varieties. Why would you want something negative about your character? Well the first and most obvious reason is nobody is perfect. Everybody has flaws, it makes for a more rounded character. Still not enough of an incentive for you? By taking an Intrinsic of a negative nature you earn more Attribute points to spend on your character. You must first decide on what you want for your character. Think about the idea of your character and create one that is fitting. How many Attribute points it is worth is up to the GM. The GM will decide how much of an impact the flaw has on the game. Will the character have to deal with the flaw alot or will it just be the occassional minor nuisance. If it is of an unimportant nature it will only be worth 1 Attribute point. Average ones are worth 2 points, and a major flaw is worth 3.

These points can now be used to purchase new Attributes or increase current ones. They can also be used to purchase Intrinsics that benefit the character. This follows much of the same procedure as above, but in reverse. First decide on what the intrinsic is suppose to do then the GM will decide how important it is. This time, instead of earning Attribute points, you have to spend them to get that intrinsic. The GM may set a cap on how many intrinsics, good or bad, a character can have. This is usually in the form of a point limit. A good base is no more than 10 Attribute points can be earned with intrinsics and no more than 10 Attributes can be spent on them either.

What makes a good intrinsic? You must first decide even if it should be an intrinsic. Could your idea work better as an Attribute? Discuss this with your GM to help you decide. An intrinsic has to be defined, like an attribute. Many are considered to be mechanical. Meaning they change the rules in some way. A Night Vision intrinsic might be defined like: My character can see blurry but distinct shapes within 60 feet anytime their is no lightsource present. Or a character with a carapace intrinsic might naturally have an AL: 3. Since they affect the rules directly it is easier to see the impact they will have on the game.

Some might affect how the character acts in the game. An alcoholic intrinsic might be defined as the character will drink as much as possible. A character with a code of honor, might always have to keep any promises they make. It can be harder to figure out how much intrinsics like this will affect the game. In both cases the GM will have to rely on their best judgement to decided the value of the intrinsic.
Bobby
oVeRsOuL gAmEs
- We control the world so you don't have too!
oversoul
Tamarin
 
Posts: 40
Joined: Wed Oct 13, 2004 2:31 pm
Location: Central Virginia
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