Friday, September 22, 2006

Step 2 – Ability Scores & Class-based vs. Point-based

Ok, I’ve listened and I think I’m going with my more moderate option (Option #8) and my experimental (Option #10). Hey, “fortune favors the bold” and all that jazz.

So, this means the YourOGL SRD (at least for now) will be split into two ‘flavors’: ‘A’ for the moderate approach and ‘B’ for the more experimental approach.

Option A: The standard 6 scores are divided into two groups (Body & Mind). There are a few twists though and for this option I’m going to try the Ability Score Check rule and fold the saving throws into the ability scores. The modifier number is the actual ability score.

Option B: Depending upon the player group’s the ability scores can be adjusted to be 2 (Body & Mind), 4 (Body, Grace, Mind, Spirit), or 8 (Strength, Constitution, Dexterity, Reflexes, Intelligence, Charisma, Wisdom, Willpower).

So, with that format in mind I’m going to define three difficulty settings for YourOGL:

Lite, Basic, Advanced

Lite – As simple as it gets. Perfect for beginners or those wanting a simple story telling kind of system.

Basic – A more detailed rule system for an experienced player who likes his game rules more “crunchy.”

Advanced – The ultimate crunchy version for those that want a game that tells them every little option or tactic they can use.

Now the idea is that this game can be adjusted for any of these three major flavors of difficulty, but they are all compatible and can all use various optional rules. So if someone created an Advanced game, but wanted to use Basic combat rules they could. That will be tricky, but I think that would make for a very flexible game.

What saye you?

Class-based vs. Point-based

Some OGL games, including the most famous RPG of all, use a class-based system. Others use point-based systems, where all traits have point values and are bought. Some players love the class-based, which is arguably easier for newbie’s to grasp. While others hate them and will only play point-based. So where will YourOGL stand in this battle?

What Has Already Been

Option #1
These OGL games use classes. Some use 6 basic classes based around their 6 ability scores: Strong hero, Tough hero, Fast hero, Smart hero, Dedicated hero and Charismatic hero.

Then they move up to what they call advanced classes (which in some versions is the class used for starting characters, not basic). Each class is a more specific type of concept that would be common in that genre. Modern: Soldier, Martial Artist, Gunslinger, Field Scientist, Investigator, etc. Fantasy: Barbarian, Ranger, Monk, Wizard, etc.

Then they move up to Prestige (sometimes called Expert) classes which are very specific class concepts like Holy/Unholy Knight, Ecclesiarch, Arcane Archer, Dragon Disciple, etc.

Advanced classes often have prerequisites that must be achieved as a basic class. Prestige classes have prerequisites that often must be achieved as an advanced class.

Meanwhile, most versions do not use basic classes at all and start with the advanced classes.

Option #2
Option 2 uses advanced-type classes, but each class has point values per level. This is an interesting way of mixing point-based with class-based.

Option #3
Option 3 only uses basic classes (sometimes called Roles). There are often three or six of these. Each role defines what it is best at, while allowing access per level to general feats and feats specific for that role. The Roles may have backgrounds or Paths that help essentially to classify the role.

Option #4
No classes, pure point-based.

What I’m Thinking

Naming Time: Should we call these classes, roles, archetypes, or something else?

Option #5
How about a hybrid system? I’m thinking about having 3 or 4 four basic classes (similar to Option 3) for use at Lite & Basic level of play. Then full blown limitless variations of classes at Advanced level of play. All of these will be balanced equally per level, so they are compatible and can even be played together (newbie plays a basic, while everyone else plays an advanced). Plus, the option to simply ignore the classes and create your character pure point-based. What saye you?

So if this is point-based, we need to come up with a point-based value for everything. I think either:

Option #1 - 1 character point (should we call it something else?) = 1 skill point
Option #2 - 1 character point = 2 skill points
Option #3 - 1 character point = 4 skill points

The third option makes for some easy point keeping (essentially turning everything into feat slots), but the first one would cover all numbering possibilities. Nothing is cheaper than 1 skill point. Of course the second option is a middle of the road type of solution. What saye you?

To put it in perspective there are a number of feats that give bonuses to skills. Usually +2 ranks to two specific skills or +3 ranks to be used for any one skill. Let’s assume for arguments sake that that means 1 feat equals 4 skill points.

Option #1
Name Character Point Value
1 skill point 1 character point
2 skill points 2 character points
1 feat rank/slot 4 character points

Option #2
Name Character Point Value
1 skill point 0.5 character point
2 skill points 1 character point
1 feat rank/slot 2 character points

Option #3
Name Character Point Value
1 skill point .25 character point
2 skill points .5 character point
1 feat rank/slot 1 character point

Yeah, I’m leaning toward #1. This will lead to larger and larger totals of character points (yuck), but we can avoid 0.5 or 0.25 values. Of course #2 would help decrease the large point totals, while still avoiding most situations of points being less that 1.

How many character points per level? Hmm…we’ll get to that on the next installment.

Next: Point values for our ability scores, per level and more.

Until next time…Marx out.

0 Comments:

Post a Comment

<< Home