Difference between revisions of "Citrine Playtest"
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Under the Citrine playtest, there are two tiers of skills. The first tier ("abilities") includes most of the skills in the NERO skill system (everything except Craftsman and Production skills). The second tier ("specialties") includes things like teamwork skills, craftsman and other lore skills, and "character concept" skills. This tier helps characters specialize their role or flavor in combat and in Tyrran society. | Under the Citrine playtest, there are two tiers of skills. The first tier ("abilities") includes most of the skills in the NERO skill system (everything except Craftsman and Production skills). The second tier ("specialties") includes things like teamwork skills, craftsman and other lore skills, and "character concept" skills. This tier helps characters specialize their role or flavor in combat and in Tyrran society. | ||
− | Players may only spend a total of | + | Players may only spend a total of 225 build on abilities. All other build points should be spent on the more expensive specialties. |
''Discussion topic'': Does fewer build spent on abilities means that players should have more resets during the weekend? | ''Discussion topic'': Does fewer build spent on abilities means that players should have more resets during the weekend? | ||
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− | == | + | == Abilities == |
+ | |||
+ | These costs assume all weapons are base 1. | ||
+ | |||
+ | *Abilities are capped at 225 build. This is enough for... | ||
+ | **A fighter can get 15s if he has no slays. | ||
+ | **A scholar can get a 9 column with no formal training. | ||
+ | |||
+ | |||
+ | == Specialties == | ||
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* Master of Binding: once per day, If a monster rips free of a binding spell you threw, that binding spell is returned to your memory. | * Master of Binding: once per day, If a monster rips free of a binding spell you threw, that binding spell is returned to your memory. | ||
* Other skills could support certain types of teamwork or character concepts. This might include specialties like nature magic, elemental flavor, and other "subclasses". | * Other skills could support certain types of teamwork or character concepts. This might include specialties like nature magic, elemental flavor, and other "subclasses". | ||
+ | |||
+ | [[Category:Live_Game]] |
Latest revision as of 18:23, 28 February 2011
This playtest is written for the NERO game system, and is aimed at three goals:
- Create a more level playing field for low and high level characters. This will reduce the average amount of damage and simplifying much of the game's math.
- Provide players with a mechanical way of specializing their characters combat role or game flavor.
- Create structures which encourage tactics, strategy, and teamwork in combat.
Contents
Summary
Under the Citrine playtest, there are two tiers of skills. The first tier ("abilities") includes most of the skills in the NERO skill system (everything except Craftsman and Production skills). The second tier ("specialties") includes things like teamwork skills, craftsman and other lore skills, and "character concept" skills. This tier helps characters specialize their role or flavor in combat and in Tyrran society.
Players may only spend a total of 225 build on abilities. All other build points should be spent on the more expensive specialties.
Discussion topic: Does fewer build spent on abilities means that players should have more resets during the weekend?
Vocabulary
Within this playtest, the following terms are used.
Concentration: Some skills require that you concentrate for a period of time. To be considered "concentrating", are not allowed to move from the spot you're standing, use a game skill, or take body damage. For example, refitting your armor requires 60 seconds of concentration. You may still talk while concentrating, but you should roleplay your skill in some way. For example, if you are concentrating on refitting your armor, you should adjust its buckles, pull it into place, and otherwise act like you are repairing it.
Focus: refers to 10 seconds of concentration.
Meditate: refers to one minute of concentration.
Rest: refers to five minutes of concentration.
Encounter Skills: Encounter skills are rechargeable abilities that are limited by character level. Characters may use one encounter skill for every five levels of experience. If you complete a five minute rest, the use of your encounter skills resets.
Abilities
These costs assume all weapons are base 1.
- Abilities are capped at 225 build. This is enough for...
- A fighter can get 15s if he has no slays.
- A scholar can get a 9 column with no formal training.
Specialties
Teamwork skills
Pull the Pin Requirement: +5 profs Trigger: An enemy has been pinned by someone other than you. Effect: You gain a melee attack for "physical wither leg" that you may use against the target.
Slash the Bound
Requirement: +5 profs
Trigger: An enemy has been bound by someone other than you.
Effect: You gain a melee attack for "physical wither arm" that you may use against the target.
Concept Skills
-some are based around a "signature skill" For example, polearm mastery. Axe mastery. Formal magic mastery. -some are based on an archetype or role in combat. (guardian, slayer, healer, nature mage, necromancer, undead hunter, elemental specialist, bind-o-mancer, buffer, harmonicist, ranger, assassin, paladin, celestial sword.) These sets generally include a skill you can use to refresh abilities related to that concept, and two or three encounter skills related to that concept. Encounter skills can be bought multiple times to increase their effect.
- Weaponmaster skill: bonus damage for each weapon style you use in a fight
Guardian Concept
Guard the Ward Requirement: +5 profs Trigger: Declare somebody your ward by touching them and saying "You are under my protection." If somebody hits your ward with a slay, assassinate, or ninth level spell Effect: You gain a melee attack for +5 damage that you may use against that target.
Craftsman, Lore, and Production skills
old notes:
One way that we can give higher level players cool skills without giving them a shifting the average level of power is to make higher tier skills conditional - such as
- Surge of Cleansing: when you killing blow an undead, you get a cure wounds spell you must use within 30 seconds
- Antipode: When an ally hits an enemy with ice damage, you get 1 swing for +5 fire damage.
- Master of Binding: once per day, If a monster rips free of a binding spell you threw, that binding spell is returned to your memory.
- Other skills could support certain types of teamwork or character concepts. This might include specialties like nature magic, elemental flavor, and other "subclasses".