by Hero of Man » November 11th, 2014, 1:44 am
by Mistake Not » November 11th, 2014, 2:09 am
by Errhile » November 11th, 2014, 8:58 am
by Scorch » November 11th, 2014, 9:14 am
Hero of Man wrote:I might be able to run a Takeshi Kovacs game finally...
by Mistake Not » November 11th, 2014, 9:57 am
by Hero of Man » November 11th, 2014, 10:27 pm
by Scorch » November 11th, 2014, 10:56 pm
Hero of Man wrote:
I am pretty shocked at the Takeshi Kovacs love in here; I'm like the only one of my friends to have read it, save for someone who finally caved and borrowed them all from me.
by Mistake Not » November 11th, 2014, 11:33 pm
by Hero of Man » November 12th, 2014, 12:06 am
by Hordshyrd » November 12th, 2014, 5:05 am
by Errhile » November 12th, 2014, 8:29 am
by Mistake Not » November 12th, 2014, 11:45 am
by Modiphius » November 12th, 2014, 12:07 pm
Hordshyrd wrote:The topic seems to have shifted from the point buy/character creation system, but I just wanted to make a comment about it.
I will agree with the general consensus that classes restricting the skills you can take and the things you can do is a bad idea. There's no reason why someone who starts out their career as a hacker can't become a combat badass, it's really more the GM's job to make sure that players don't do something that breaks the setting, not the game's designer.
That being said I think it would be good to see a good set of classes as pre-built starters for people to build their characters from. It can be hard coming into a point buy system and having everything just open. Not always sure you're taking things that work well together, often forget something important, and so on.
In particular I would love to see a set of class options and a sort of "Nationality" system overlayed on it, once again not a mandatory thing, but it would be a great way to make a few quick characters: pick a class to get your basic skills and gear in order, add a nationality that modifies the class (ie PanO gains added weapon training but drops a bit of willpower, Yu Jing gives a bit of a meelee boost, nomads gives some low level hacking skills, etc...) then make a few choices about specialization and customize to test and boom, quick character. The Nationality system could also work well for anyone who wanted to make a custom character but really wanted to get a certain faction flavour, start with the nationality modifiers to keep the flavour of your faction then custom buy your custom class.
Just a little thought I wanted to share.
by Modiphius » November 12th, 2014, 12:12 pm
Errhile wrote:Hordshyrd, I'm afraid you're looking at the Infinity RPG too much thorough the Infirnity the wargame...
I remain a proponent of skill packages - big blocks of skill levels attributed to various things you have done in your life.
One of the things you could've done was, naturally, serving in the armed forces - which would correspond to your weapons training (and other combat-applicable skills, too).
But you start with your origins - your upbringing, your childchood.
Let me borrow an exmaple from Blue Planet v2, a game that has one of the nicest character creation systems I've seen. The game is set on a water colony world that, not unlike Ariadna, was settled, left to fend for itself, then rediscovered.
First, you choose one Origin package - where your character was raised? Available (for human characters) options are:
Colonial (Pioneer), Colonial (Urban), Earth Orbit, Free Zone (Enclave), Free Zone (Wasteland), GEO (think O-12), Corporation, Moon Colony, Mars Colony (each with a different culture.. and skillset), Colonial Native and Earth Urban.
Then, you choose two (different) Background packages - what your character did before he started his fully mature, professional life? The choices are Colonial, GEO, Corporation, Native, Independent, Space, Street, Rural and University.
Once you're thorough that, it is time for the professional stuff - 3-5 (depending on GM's decision on campaign power level - everyday characters get 3, larger-than-life ones get 5) levels of professional packages.
Most packages get 3 levels - Novice, Specialist and Expert (often in a few specialized variants on the last one). If you take an Expert, it counts as 3 packages, and incorporates the relevant Novice and Specialist levels.
Some choices:
Administration,
Arts & Entertainment (with Expert levels available: Dancer, Musician, Fine Artist),
Athletics,
Colonization,
Commerce (Expert: Executive, Trader, Commercial Pilot)
Crime (Expert: Burglar, Con Artist, Gangster, Thug)
Diplomacy
Espionage (Expert: Analyst, Operative)
Humanities
Law Enforcement (Expert: Detective, Special Operations, Undercover Officer)
Medicine
Military (Expert: Infantry, Marines, Aerospace, Navy)
Science
Space
Survival
...and, IIRC, a few more in the expansion books.
Now, the rules suggest several professions - with relevant skill package combinations. Say, I wanted to create a character, a local private detective with native roots.
So, I take:
Origin: Native (he's a local)
Background: Independent (due to family tragedy he spent quite a while mostly caring for himself) and Street (that's where he was raised)
Professional: Specialist Law Enforcement (been a patrol cop for a time, before he got kicked out) and Specialist Espionage (his experience as a gumshoe). would add Novice Crime (he's really ood on the streets) if the GM allows for that power level.
Which gives out my skills and their levels. Add a handful Custom Skill Points to make my character more unique.
Now, in 2d20, we have one more schtick that can be manipulated - not only skill's level, but also it's Focus rating.
by Hordshyrd » November 14th, 2014, 9:22 am
by Modiphius » November 14th, 2014, 12:48 pm
Hordshyrd wrote:Ah, well that sounds rather good, I suppose what I really wanted to express was a desire to see what you start with not being dependant on class alone, and particularly to have each of our traditional factions to be represented as a set of unifying something to help players to create characters with a certain similarity based on similar background and also to make it easier to convert things from the table game.
based on the description given above I very much like the idea of a sort of life path determining starting stats, the selection from what I assume will be a branching sort of life path allows for the building of certain character archetypes while still maintaining individual variety between them. The part about some of them being random is particularly interesting, I'm sure it's something that will see a lot of table variation, as some people very much like to control their character creation where as others appreciate a little luck and chance.
by Errhile » November 14th, 2014, 1:00 pm
by mouzerius » November 16th, 2014, 11:15 am
by Errhile » November 16th, 2014, 2:05 pm
by Modiphius » November 16th, 2014, 2:19 pm
mouzerius wrote:where can i download the beta rules for infinity rpg guys. it sounds like a super idea this.
by mouzerius » November 27th, 2014, 10:39 pm
by Modiphius » September 16th, 2015, 6:14 pm
by H1ghlander » September 18th, 2015, 10:04 pm
by schoon » September 20th, 2015, 10:33 am
by H1ghlander » September 20th, 2015, 9:12 pm