Ad20r:Development Metrics

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=== Ad20r is best used in conjunction with some amount of Gestalting - that is, player-characters and ''central'' NPCs being stronger than they would be at an equivalent level in standard D20 play. ===
=== Ad20r is best used in conjunction with some amount of Gestalting - that is, player-characters and ''central'' NPCs being stronger than they would be at an equivalent level in standard D20 play. ===
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Traditional heroic fantasy works, such as ''The Lord of the Rings'', might have characters - even main characters - at a level from two to four. One or two hits are enough to kill them, and even dragons fall to the dramatic perfect strike, more than the long, pitched, tactical battles that define D20 play against one.
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Traditional heroic fantasy works, such as ''The Lord of the Rings'', might have characters - even main characters and central villains - at a level from two to four. One or two hits are enough to kill them, and even dragons fall to the dramatic perfect strike, more than the long, pitched, tactical battles that define D20 play against one.
The D20 system, in fact, already has much in common in this with many fantasy anime, such as ''The Slayers'' or ''The Record of Lodoss War'', as well as many anime-style-based games, particularly tactical RPGs such as ''Final Fantasy Tactics''. In these series, as in D20, giant blows that would decimate armies in a realistic campaign, or even the likes of LotR, is only a decent blow to a hero - or the central villains they fight.
The D20 system, in fact, already has much in common in this with many fantasy anime, such as ''The Slayers'' or ''The Record of Lodoss War'', as well as many anime-style-based games, particularly tactical RPGs such as ''Final Fantasy Tactics''. In these series, as in D20, giant blows that would decimate armies in a realistic campaign, or even the likes of LotR, is only a decent blow to a hero - or the central villains they fight.
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The result is that the power level is already rather high. Giving heroes (and important rivals/enemies/allies) some advantage on top by the ability-rounding (or focusing) capacity brings the scale still closer to these series - in short, you are More Epic than most people, and that's just the way the writing goes.
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The result is that the power level is already rather high. Giving heroes (and important rivals/enemies/allies) some advantage on top by the ability-rounding (or focusing) capacity brings the scale still closer to these series - because most of the time, the focus characters are More Epic than most people, and that's just the way the writing goes. Lina Inverse has no reason to be afraid of your average bandit, because even if it's That Time Of Month and she can't use most of her magic, she still can bust him up with a sword and a few cleverly-placed flukes.
Note that this also means that the heroes will have to deal with more monsters to keep regular encounters interesting - just like in normal d20's Gestalt play.
Note that this also means that the heroes will have to deal with more monsters to keep regular encounters interesting - just like in normal d20's Gestalt play.
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Races that are significantly above require some sacrifice - typically, weakening the race until it does work.
Races that are significantly above require some sacrifice - typically, weakening the race until it does work.
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=== Classes ===
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A single level in a class is worth 10 Character Points of new talents, if they are rolling a d4 for their hit dice, getting 4+Int Skill Points, and gaining 4 Prowess, and uses the slow Base Attack Bonus increase rate. The earned character point count is modified by the following rules:
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: For each step up on the hit die, remove one character point.
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: If only getting 2+Int Skill Points, add one character point.
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: If getting 6+Int Skill Points, remove one character point.
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: If getting 8+Int Skill Points, remove two character points.
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: If getting only 2 Prowess, add one character point.
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: If getting 6 Prowess, remove one character point.
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: For each strong save the class has, remove one full character point.
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: If the class gains BAB at the medium rate (15 at 20th level), remove one full character point.
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: If the class gains BAB at the fast rate (20 at 20th level), remove two full character points.
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Weapon Proficiencies arrays should compare to comparable d20 or d20r classes - a spellcaster only getting simple weapons, a fighter getting some of everything.
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If the point value of talents ends up running with a half point, then that half-point 'floats' into the next level, meaning that even-numbered levels will provide more talents.
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=== Tags ===
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All tag 'values' for the purposes of comparison are the value to a ''player character''. All costs assume a player-character - many things will be worth less in the hands of NPCs, who show up less often.
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A 4-point tag should compare to an average Feat in value.
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Two tags of equal cost should be worth around the same to the player.
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Tags can start at 1 to 10 character points.
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Some Tags will be cheaper for specific classes, or only useful for certain classes or in conjunction with other Tags.
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=== Skills ===
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One skill training is worth three character points after level 1.
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How many points the initial sets are worth is a larger question...
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=== Feats ===
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One Feat costs four character points.
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''Yes'', this means skill-booster feats are now inefficient (two character points of advantage for four character points).

Current revision as of 21:19, 5 March 2011

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