Tuesday, September 10, 2013
1 Character, 13 Systems - Part 15: Closing Thoughts
After roughly 840 minutes of character creation (that's 14 hours) and almost half again in typing and posting, what do I have to show for this rather odd endeavor?
Well, not a great insight or anything, but mostly I am re-evaluating how I describe games. The thing is, each character had something about that specific system that I liked or disliked. Strengths the systems had or weaknesses, or just things that were different from how I would have like them to be. So my understanding of each game has increased by using one broad measuring stick to compare them to. But the biggest revelation is that I feel like I need a new way to describe games, a new system for comparing them. There is no good or bad game, actually, each one is designed to be good at a specific thing or a style of play - if you are judging the system by what it was designed for, it is good - if not, it is bad. So most important of all is knowing how to see what each system was designed for, or what style of play it was designed for. So I want to come up with a system, a set of axis, to help see what each game's purpose is.
This is going to be off the top of my head, and based on the games I've recently been working with, so I do not expect it to be complete or possibly even intelligible. But here is an experiment on describing games:
Level Of Detail
In general the higher the level of detail the longer the character sheet and the longer to make a character. Microlite20 has you roll for only 3 or 4 attributes, Rolemaster has you roll for 10. Pathfinder has about 30-ish skills, I have no idea just how many Rolemaster has (easily over 100 I'd guess, I'm afraid to count) - and generally the more skills available the more each character will have. I'm not really thinking of how many things you have to choose from, that's more Explicitness or Complexity below; I almost want to measure this by the length of your character sheet. From like note card sized to sheet of paper to 4 sheets of paper. Not sure if that would be terribly menaingful though. I can't get a good handle on this, I will have to think about it more- but here's a current idea for now.
So, how would I describe this, what kinds of measurements to use? Well, most reviews use stars, like 1 to 5, but I don't think that would quite convey what I want. So let's do numbers, from 1 being low on the axis and 5 the highest. With that as a range, let me brainstorm something:
1) Minimal - few measures, possibly not enough to completely describe the character (Microlite20)
2) Short - few measures and mostly categories or fields (Swords & Wizardry)
3) Moderate - many measures, mostly individual items (13th Age, Marvel Super Heroes)
4) Long - lots of measures and sub-measures [ie, Dex and the AC it effects] (Pathfinder)
5) Extreme - many attributes, sub-attributes, derived measures, skills, abilities and so on (GURPS, Hero System, Rolemaster)
Randomness
While knowing how many numbers or sentences is important to get a feel for a system, you also have to look at how you get there. How much randomness is in the system? High randomness means that you are going to "discover" your character, low randomness means you can begin with a soild and detailed character concept and know you should be able to make something close. This is mostly just for character creation, randomness in the game itself is another thing (and one more difficult to measure, almost all games use randomness - the diceless kind or few and far between, and cards are a randomness all their own). Also, some systems may allow more than one option (I think 2nd ed Skills & Powers took the cake with about 12 different ways you could determine your attributes). For point buy systems this also matters becasue you might have to check with the GM and make sure you spent the right number of points.
1) Single-read Rolls - roll the dice and keep them in thier order (Swords & Wizardry)
2) Roll and Place - roll the dice, but decide where you want to put each score, or roll and choose from a table (Marvel Super Heroes, Pathfinder)
3) Rolled Pools - roll the dice to get a pool of points, then spend the points however you like (Rolemaster)
4) Fixed Point-buy or Priority - all characters start with the same number of points or list of options (Fate, The Riddle of Steel, 13th Age optional)
5) Variable Point-buy - spend points, how many may vary by setting/power level or GM's decision (GURPS, Hero System, Pathfinder optional)
Explicitness
This really comes down to numbers or sentences. The more numbers you have, the more the system is objectively designed - while more sentences means a more subjective design. Let me illustrate with an example. Let's say your system is like 13th Age, it reduces your occupation to a word or two. So you are a Police Officer. What does that mean? What skills do you have? Well, you might say you know some hand to hand combat, how to drive and shoot, you'd know the law, and probably first aid. But that is only one way to look at it. Maybe you have an animal companion, because you're a K-9 officer. Maybe you know horse riding because you're a mounted officer. Detectives know about interrogation. Federal agents know federal law, while state troopers and local officers specialize in a state's law. All of them are, in one sense or another, types of police officers. Now, in a system with a high level of detail, each of these skills would be individually described and measured (so Drive 5, First Aid 3, Firearms 4, etc), so you could see on your sheet exactly what you knew, and how well. But in the less explicit, 13th Age style system, you have to talk this over with your GM and make sure you and the GM are on the same page. That's the key- either you have to talk with the GM and possibly other players, or else your character sheet does the talking for you.
1) General Sentences - no specific numbers, only sentences (none of the games I worked with were like this, but Do: Pilgrams of the Flying Temple is an example)
2) Sentences and Numerics - a mix of specific numbers and sentences (Fate, Active Exploits)
3) Die Types - the 'numbers' are ranges like die types (I didn't do Deadlands, but that would fit here)
4) Category Numerics - numbers that define a range of possibilities (Microlite20)
5) Specific Numerics - numbers that define individual elements (Pathfinder)
Openness
This is one simple concept to me: class or component? Classes are predefined structures of abilities and development- they are easier to make characters for since you have fewer choices, but it is hard to make a character that does not fall neatly within the class guidelines. Component games let you build a character with blocks of content, and while they are more flexible they also take more system knowledge and time. Each person and each character concept will fit better or worse with each type.
1) Rigid Class - everything fits into a class (the OD&D with race-as-class, Microlite20)
2) Flexible Class - everything is built around classes (Swords & Wizardry, OD&D seperating race and class)
3) Class With Options - the classes have flexible options for customization (Pathfinder, 13th Age)
4) Block Components - characters are built with components, but they come in groups or blocks to make creation easier (Ars Magica)
5) Pure Components - everything is a component that can be customized (Hero System)
Complexity
How many times do you have to manipulate a number/measurement to get a usable roll/check/whatever? This is related to Level of Detail, and maybe these should be just one axis? Don't know. I'll try them separate and see how it goes. Complexity is not just in making your character, it's about using your character. Does each number on the sheet get directly added to your die roll? Or do you have to take a fraction of that number, add it to another number, and then look it up on a table? Complexity is important because we all have different thresholds for how much we can stand. Also more complex games are harder for new players to learn.
1) Direct - each element on the sheet is directly used in the game (Microlite20)
2) Interpreted- the element is the final, but it is open to intrepretation or a final judgment (Fate Core)
3) Pooled - the elements are individual and the finals used, but draw from a common pool or stat that much be tracked (Hero System)
4) Linked - two elements will combine for the final total (13th Age, Pathfinder)
5) Combined Associations - one element will modify another which can modify the final total/element used (Rolemaster)
Setting
Another thing to consider is weather the system comes with a setting or is designed for a type of setting. Some games are built with a very specific and detailed setting in mind, which can make creating characters or campaigns tricky. Some are built for a specific genera, like fantasy or science fiction or horror. If you want to use that game you need to make sure you fit with it's setting, if you want to do something else you need to know the prep time will increase as you tweak the game for something it was not designed to do.
1) Universal - the game was designed to accomidate as many settings as possible (Hero System, GURPS, Fate Core)
2) Base Timeframe - the game is built of a specific time but accomidates multiple activities (Heroes Unlimited, Marvel Super Heroes)
3) Core Genra - the game is built for a specific genra or type of activity with no setting (Pathfinder, Swords & Wizardry)
4) General Setting - the game has a setting, but it is left open or undefined for the GM to finish (13th Age)
5) Specific Setting - the game has a fully detailed setting (Ars Magica, Pathfinder optional)
Just to reiterate, I am not saying that any of these is better than any other. All games are good for what they were designed for and bad when we try to use them in a way they were not designed for. Everybody will have different preferences, and even character ideas will mesh better with different systems. That said, and with my new system laid out, let me go over the games I have designed characters for and see how I would rate them:
Game Name- 13th Age
Level of Detail: (3) Moderate - 6 attributes, some skills and relationships, mostly it is your class abilities list that is the longest single element
Randomness: (2,4) Roll and Place, optional Fixed Point Buy - most common to roll and place, but if doing point-buy there is only one level
Explicitness: (5) Specific Numerics - numbers relate to a single element
Openness: (3) Class With Options - class-based but with options in each class to customize
Complexity: (4) Linked - numbers are combined or related to get gameplay totals
Setting: (4) General Setting - while there is a setting it is open-ended and meant to be customized by each group
Game Name- Swords & Wizardry
Level of Detail: (2) Short - 6 attributes, no skills, some other numbers to track, though your equipment tends to be the longest single element
Randomness: (1) Single-read Rolls - only roll attributes, and in order (common house rule to Roll and Place however)
Explicitness: (5) Specific Numerics - numbers relate to a single element
Openness: (2) Flexible Class - class-based, with some out of class options
Complexity: (1) Direct - each element directly effects gameplay
Setting: (3) Core Genera - built for a fantasy setting, roughly middle ages European
Game Name- AD&D 2nd edition
Level of Detail: (2-3) Short to Moderate - 6 attributes, a few proficiencies, class abilities and equipment
Randomness: (1-2) Single-read Rolls to Roll and Place - both ways are options in the core mechanics
Explicitness: (5) Specific Numerics - numbers relate to a single element
Openness: (2) Flexible Class - class-based, with some out of class options
Complexity: (1) Direct - each element directly effects gameplay
Setting: (3, 5) Core Genera and Specific Setting - built for a fantasy setting, roughly middle ages European; however has multiple worlds/setting defined in expansion books
Game Name- Pathfinder
Level of Detail: (4) Long - 6 attributes, lost of skills and class abilities, lots of derived combat and saves
Randomness: (2, 5) Roll and Place, optional Variable Point Buy - only roll for attributes and place as desired or choose level of power for attribute point-buy
Explicitness: (5) Specific Numerics - numbers relate to a single element
Openness: (3) Class With Options - class-based but with options in each class to customize
Complexity: (4) Linked - numbers are combined or related to get gameplay totals
Setting: (3, 5) Core Genera and Specific Setting - built for a fantasy setting, roughly middle ages European; however has its own detailed setting in expansion books
Game Name- Microlite20
Level of Detail: (1) Minimal - 3-4 attributes, 4-5 skills and a handful of other stats, fits on an index card easily
Randomness: (2) Roll and Place - for attributes only
Explicitness: (4) Category Numerics - numbers cover broad groups of skills/abilities
Openness: (1) Rigid Class - while the class descriptions and mechanics are very short, there is no customization
Complexity: (1) Direct - each element directly effects gameplay
Setting: (3) Core Genra - built for a fantasy setting, roughly middle ages European
Game Name- GURPS
Level of Detail: (5) Extreme - only 4 attributes, but makes up for that with tons of other measurements and skills and abilities
Randomness: (4) Variable Point Buy - GM sets level of power in total points to spend
Explicitness: (5) Specific Numerics - numbers relate to a single element
Openness: (5) Pure Components - individually choose and build each element
Complexity: (1) Direct - each element directly effects gameplay
Setting: (1) Universal - no core setting, designed to work with many possibilities
Game Name- Fate Core
Level of Detail: (1-2) Minimal to Short - 5 Aspects, a few skills, and a few stunts, the longest part are the descriptions of the character and abilities
Randomness: (4) Fixed Point Buy - characters all start with the same options/choices
Explicitness: (2) Sentences and Numerics - aspects are pure sentence, but skills and stunts have numerics
Openness: (5) Pure Components - individually choose and build each element
Complexity: (1-2) Direct to Interpreted - skills have direct numbers while aspects are interpreted
Setting: (1) Universal - no core setting, designed to work with many possibilities
Game Name- Hero System
Level of Detail: (5) Extreme - 6 attributes, 11 secondary attributes, plus perks, talents, powers and complications
Randomness: (4) Variable Point Buy - GM sets level of power in total points to spend
Explicitness: (5) Specific Numerics - numbers relate to a single element
Openness: (5) Pure Components - individually choose and build each element
Complexity: (3) Pooled - abilities have direct numbers, but draw from a common pool that must be tracked
Setting: (1) Universal - no core setting, designed to work with many possibilities
Game Name- Ars Magica (4th ed)
Level of Detail: (2) Short - 8 attributes, a few flaws and virtues, plenty of skills, but that's about it and the optional magic system is brief
Randomness: (2,4) Roll and Place and Fixed Point Buy - can roll and customize off that roll or use a fixed point buy for attributes, all non-attributes are off fixed point-buy systems
Explicitness: (5, 4) Specific Numeric and Category Numerics - while most numerics are specific, the magic system uses category numerics
Openness: (4) Block Components - no rigid classes, but are groups of common components with customization options
Complexity: (4) Linked - numbers are combined or related to get gameplay totals
Setting: (5) Specific Setting - Ars is based in 'Mythic Europe,' the roughly middle ages of our own history assuming that magic was real
Game Name- Marvel Super Heroes (original)
Level of Detail: (3) Moderate - 7 attributes plus a few secondary ones, a few skills and contacts, plus powers
Randomness: (2) Roll and Place - the origin your choose gives you a table to roll on and some limited customization after that
Explicitness: (5,4) Specific Numerics and Category Numerics - while most numerics are specific, the powers are category
Openness: (3) Class With Options - every character is essentially a "super hero" implicit class with some customization
Complexity: (1) Direct - each element directly effects gameplay
Setting: (2) Base Timeframe - built for mostly modern-day setting, can handle several generas and ability types (but focused on super heroes)
Game Name- The Riddle of Steel
Level of Detail: (3-4) Moderate to Long - 10 attributes, 5 spiritual attributes, derived attributes and lots of skills
Randomness: (4) Priority System - characters choose priorities form same list of options
Explicitness: (2) Sentences and Numerics - the 5 spiritual aspects are defined with sentences and numerics, all other elements are numeric only
Openness: (4) Block Components - no rigid classes, but are groups of common components with customization options
Complexity: (5) Combined Associations - several levels of relationships exist to get final gameplay totals
Setting: (5) Specific Setting - Riddle comes with its own setting
Game Name- Heroes Unlimited
Level of Detail: (4) Long - 8 attributes, lots of skills (easily dozens for each character) plus class abilities
Randomness: (2) Roll and Place - only for attributes
Explicitness: (5) Specific Numerics - numbers relate to a single element
Openness: (2) Flexible Class - class-based, with some out of class options
Complexity: (1) Direct - each element directly effects gameplay
Setting: (2) Base Timeframe - built for mostly modern-day setting, can handle several genras and ability types
Game Name- Rolemaster
Level of Detail: (5) Extreme - 10 attributes, dozens of skill categories, hundreds of skills, spells and a few secondary/combat attributes
Randomness: (4,5) Variable or Fixed Point Buy - choose default starting total, or roll to determine total number of points
Explicitness: (5) Specific Numerics - numbers relate to a single element [while the skill categories do relate to multiple individual skills, they are not Category Numerics in that they are not open or subject to any interpretation]
Openness: (4) Block Components - no rigid classes, but are groups of common components with customization options
Complexity: (5) Combined Associations - several levels of relationships exist to get final gameplay totals
Setting: (3, 5) Core Genra and Specific Setting - built for a fantasy setting, roughly middle ages european; however expansions have created different worlds and even science-fiction based settings
Game Name- Active Exploits
Level of Detail: (1) Minimal - only a few attributes and skills, could fit on an index card easily
Randomness: (4) Variable Point Buy - a few different levels of power that all characters choose from
Explicitness: (2) Sentences and Numerics - some core character drives in sentences, numerics for all other elements
Openness: (5) Pure Components - individually choose and build each element
Complexity: (1) Direct - each element directly effects gameplay
Setting: (1) Universal - no core setting, designed to work with many possibilities
Well, looking over this I am fairly happy for an off-the-cuff system. If I ever talk about/review games in the future I'll have to try using this. I think it manages to convey a fair amount of information in just a few sentences.
This has been a long project, and utterly exhausting at times. But I'm glad I did it. It's shown me a lot about different systems, and most importantly about myself. Things I like and dislike are a little more obvious now. I am kind of surprised. I liked the Hero System way more than I expected to, and Riddle of Steel way less than I expected to. Marvel was surprisingly fun for being so simple, and Fate Core surprisingly deep for also being simple. And since I'm working on my own game, I've been asking myself where it would fall on all these measures, what kind of a system I want to create. So for all the hours I think it was worth it, and heck, I might even try this again someday with a different character idea and different games. I have lots more that I could have used (choosing which ones was a bit of a challenge).
I want to thank you, gently reader, for sticking with me through this very long series of posts. I hope that this has been at least somewhat enlightening for you as well. As always, you can leave a comment below.
1 Character, 13 Systems - Part 14: Active Exploits
I described my character, Korsanian, in a previous post here.
And finally, let's do something completely different and go with the diceless Active Exploits system:
Books Used: Active Exploits (take2) core rules (basic)
Approximate time to create: 20 min
Korsanian Vambrae - Cursed Wood Elf, Wizard
Dramatic power level
Attributes:
Fitness -1
Awareness +1
Creativity 0
Reasoning +2
Aspects:
Luck 2
Discipline 2
Endowment (as magic gift) 2
Skills:
Archery -novice
Melee -novice
Investigation -proficient
Parapsychology -proficient
Survival -proficient
Countermagic -expert
Gimmicks:
Absorb Magic
Detect Magic
Principles:
Code- uphold freedom and life
Fault- prone to irrational outbursts
Objective- to discover how to break the curse
Fatigue: [0] [-1] [-2] [-3] [unconscious]
Injury: [0] [-1] [-2] [-3] [incapacitated]
Weapons:
Staff damage- 1 fatigue
Crossbow damage- 2 injury
I have never played Active Exploits, the only other diceless game I've heard of was the old Amber game. I just picked this one for the heck of it, someone somewhere on the net had turned me onto it. So I thought I'd try a character for it to see what kind of difference there was to more traditional games. It is very numbers-lite, which is kind of nice. I'm very curious about how it would play, with the diceless aspect. Like most rules lite sorts of games, like Microlite20 earlier, this does an okay job of getting the heart of the character in a general way.
So that wraps up the systems, I'll post a few final thoughts and finish this series.
1 Character, 13 Systems - Part 13: Rolemaster
I described my character, Korsanian, in a previous post here.
I almost decided against using this system, since I remember how long it takes to make a character, but if I survived GURPS then I can survive the Rolemaster system:
Books Used: Rolemaster core rulebook
Approximate time to create: 2 hrs
Korsanian Vambrae - Wood Elf, Magician
Agility 35 / 86 / +4
Constitution 40 / 63 / +0
Memory 90 / 92 / +7
Reasoning 90 / 100 / +5
Self Discipline 90 / 99 / +0
Empathy 90 / 96 / +7
Intuition 90 / 97 / +5
Presence 60 / 83 / +2
Quickness 40 / 72 / +2
Strength 35 / 80 / +0
Racial Abilities: Cold Resistance, Disease Resistance, Immortality, Rest Requirements, Night Sight, Superb Hearing
Background Options:
+10 to 2 skills
+1 spell adder or +10 magic item
daily 4 item or +2 spell adder or +15 magic item or 5 doses of potion (level 1-5)
Loremaster: Book (+10 to one Lore category)
Skill Categories:
Athletics/Brawn 1 (+6)
Athletics/Endurance 1 (+6)
Athletics/Gymnastic 1 (+6)
Awareness/Searching 1 (+12)
Awareness/Senses 1 (+12)
Communication 2 (+23)
Lore/General 10 (+40)
Lore/Magical 4 (+37)
Lore/Technical 2 (+23)
Lore/Obscure 2 (+23)
Outdoor/Animal 1 (+20)
Outdoor/Environmental 5 (+22)
Power Awareness 1 (+36)
Science/Analytic - Basic 1 (+19)
Subterfuge/Stealth 4 (+17)
Tech and Trade/General 1 (+14)
Weapon/Missile 3 (+14)
Weapon/1H Edged 1 (+6)
Skills:
Swimming 3 (+15)
Climbing 2 (+12)
Alertness 6 (+16)
Body Development 1 (+6)
Own Region Lore 3 (+49)
Own Race Lore 3 (+49)
Riding 1 (+23)
Stalking 4 (+29)
Hiding 4 (+29)
Short Sword 1 (+9)
Short Bow 4 (+26)
Power Point Development 1 (+19)
Dispelling Ways (closed) 3 (+15)
Detecting Ways (open) 3 (+10)
Fauna Lore 3 (+49)
Flora Lore 3 (+49)
Herb Lore 1 (+26)
Demon/Devil Lore 1 (+26)
Spell Lore 3 (+46)
Alchemy 1 (+22)
Research 1 (+22)
Wood-crafts 1 (+16)
Leather-crafts 1 (+16)
Foraging 1 (+25)
Survival 1 (+25)
Hunting 1 (+25)
Weather-watching 1 (+25)
Tracking 1 (+15)
Animal Handling 1 (+23)
Direction Sense 1 (+15)
First Aid 1 (+17)
Basic Math 1 (+22)
Level- 1 XP- 10,000
Age- 16 yrs +40 mos
Equipment: clothes, weapon belt, belt pouch, scabbard, 2 weapons, 2 GP
Power Points: 19
Hits: 6
Defensive Bonus: 6
Known Spells:
Detect Essence
Detect Channeling
Detect Mentalism
Cancel Essence
Cancel Channeling
Cancel Mentalism
Resistance Rolls:
Channeling +10
Essence +16
Mentalism +1
Poison +10
Disease +100
Fear +0
Base Movement Rate: 36' (for being 4"2' tall)
Two hours, the longest yet to make a character (and it felt like 4). Rolemaster is a harsh mistress. This is system knowledge taken to the most ridiculous degree possible (thank god I've made a few characters in the past). It is extremely hard to just pick up the book and whip out a character. The complicated relationships, the tables - oh dear god the tables - the complex relationships, and all the information you need is scattered in multiple locations (you cannot simply start at page 1 and go on, you have to jump to page 80 for your race, back to page 2 for the next step, then page 90 for your class, back to page 3 for the next step, then page 100; no, no, it's killing me thinking about it again, you get the picture). It is horrible and terrible and traumatizing. It is character creation as torture test. If you think Pathfinder is too complex, look at Rolemaster and you'll quickly change your yardstick.
So for all this work, did we get a better character than any of the other games? No, not really. He did come out well, I'll give him that. He's a good mix of smart guy wizard and a little ranger/fighter. He hit almost every point except for the animal companion and alchemy (again there's a skill but no real items to buy/make/use). But while he was complete, was he any better than the hour-average for the other systems? No, not really. Hero System and GURPS did at least as well, and took a little less time (and a bucketload less aggravation). The sad part is that for all the extra detail and insane calculations he still ended up about the same as most of the other games. So without any significant improvement there's no way to justify the extra time and headache (literally, I had a tension headache after making him) in using this system. Rolemaster is a good idea, it has some nice concepts, that is way, way, way too bloated with numbers. Divide all stats by 10, using a single d10 for resolution (instead of percentile), and make the levels have a direct 1-to-1 relationship to effect (instead of each level being so many percentage points to whatever) - and maybe then you'd have a really good system. It's just funny that this took only about 15 min longer than GURPS or Hero System, but felt like far, far longer. Though, actually, I didn't completely finish him- I still have to choose my item bonuses for my background choices and buy my gear and stat my weapons, but I won't, I refuse, I give up - I can't take it any more. I don't want to spend one more second working on him and I really don't even want to bother playing him.
1 Character, 13 Systems - Part 12: Heroes Unlimited
I described my character, Korsanian, in a previous post here.
I have always loved Palladium's settings, from Robotech to TMNT to Rifts, so let's try Heroes Unlimited:
Books Used: Heroes Unlimited (1st ed)
Approximate time to create: 40 min
Korsanian Vambrae - Magic Hero (Mystic Study)
IQ 13
ME 13
MA 11
PS 8
PP 9
PE 11
PB 10
Spd 7
Alignment: Principled
HP: 15
SDC: 33
Education Level: Doctorate or PhD
Skills:
Archery
Prowl 81%
Swimming 85%
Climbing 85%
WP Staff
WP Sword
WP Targeting
Computer Operation 95%
Intelligence 77%
Photography 85%
Writing 69%
Criminal Science/Forensics 70%
Paramedic 85%
Pathology 80%
Medical Doctor- diagnose 105% treat 95%
Secondary Skills:
Cook 50%
Fishing 60%
Land Navigation 40%
Wilderness Survival 40%
Basic Electronics 40%
Basic Mechanics 40%
Auto Mechanics 50%
Pilot: automobile 80%
Language 55%
Art 40%
Wizard Abilities:
Astral Projection
Familiar Link
Recognize Enchantment 60%
Sense Evil 100'
Sense Magic 200' 24%
Magic Combat (can cast 2 spells per turn, max 8 spells per day)
Spells Known:
Anti-magic Cloud
Dispel Magic Barrier
Negate Magic
Exorcism
Expel Demons/Devils
Invisibility (self)
Globe of Silence
See the Invisible
Sphere of Invisibility
Decipher Magic
The thing about Palladium games is that while I love their settings, the mechanics leave something to be desired. Attributes are pretty much useless, unless they are 16+ (and you roll 3d6 for them) at which point they give benefits to other scores. I didn't waste the time writing them out, each one is two words but after you play a bit you get used to just using the abbreviations. The system is modern, so instead of riding the faelynx he has a car, or would if I could find where to roll my starting cash. I lucked out on the education level with the PhD, it gave a huge bonus to all my skills. But the fixed skill percentages is a screwy system. I like the idea of hit points and SDC, you lose SDC first as fatigue and bruising and hit points last as actual wounds and death. SDC is a big number (usually) that increases easily, hit points stay small. It's not a bad idea, and works okay in practice (though has some quirks like all point-based health systems) - however when they added the mecha-level MDC things went sideways fast.
I did not expect this character to convert well, this system was for nostalgia's sake like Marvel, but it actually did not do too bad. I had extra spells to learn so I went with the invisibility and exorcism and silence - but they do kind of fit the concept. The biggest shift was from fantasy to modern era, but otherwise he stayed fairly close. I did play a whole lot of Palladium in my younger days, and while it is an okay system I am not dying to play it again.
1 Character, 13 Systems - Part 11: Riddle of Steel
I described my character, Korsanian, in a previous post here.
I wanted to try as many different magic systems as possible, so now let's go to The Riddle of Steel:
Books Used: The Riddle of Steel core rulebook
Approximate time to create: 55 min
Korsanian Vambrae
Priorities:
A- Skills (6/6)
B- Gifted Human
C- Proficiencies & Vagarities (6)
D- 1 minor gift and flaw
E- Attributes (31)
F- Prisoner/Slave
Strength 2
Agility 2
Toughness 2
Endurance 2
Health 2
Willpower 5
Wit 4
Mental Aptitude 4
Social 3
Perception 4
Spiritual Attributes:
Luck 1
Conscience 2
Drive (break the curse) 2
Faith (nature deity) 1
Passion (freedom and life) 1
Reflex 3
Aim 3
Knockdown 2
Knockout 4
Move 3
Kaa 4
Form 4
Art 3
Discipline 4
Draw 3
Skills: Woodsman/Ranger + Academic
Hunting 5
Tracking 7
Survival 6
Scrounging 6
Animal guise 6
Herbalist 7
Orienteering 5
Sneak 7
Camouflage 7
Climbing 7
Swimming 5
Ancient Languages 6
Read & write 5
Orate 6
Research 6
Etiquette 5
Arcane Knowledge 6
Occult Lore 6
language 6
language 6
Arcane Theory 6
Craft/Trade 6
Meditation 6
Disguise 6
Flaws: Little
Gifts: Allies (minor)
Proficiencies:
Combat Pool- 3
Missile weapon (crossbow) 1
Missile Pool- 4
Vagarities:
Banishing 2
Imprisoning 2
Vision 1
This was my first Riddle of Steel character, but I can't say that I'm terribly impressed. There are way too many attributes; do toughness, endurance and health really need to be three different measures? Plus all the derived attributes on top of the basic 10? The spiritual attributes are a great idea, but I'm not too impressed in execution. The Fate system of 5 aspects would go a lot better there instead. And there are a lot of skills. Riddle is most noted for its very detailed combat system, and since I'm not making a combat-based character I am not a good fit. I do like the priorities, I liked it when I first saw it back in the original Shadowrun game. I ended up making a human just because I didn't like the sidhe/elves in this setting. And while the combat system may be incredibly detailed, the magic system is incredibly vague. From reading the sorcery section I'm not entirely sure what the hell I could cast or how. This seems like GURPS to me, a whole lot of detail but I don't really feel that I've gained anything worthwhile from it.
On the other hand, since this is my first character and I've never played the game before, I just might not be experienced enough to appreciate what the system has to offer. It may be a great game, the character creation has just left me a little unimpressed.
1 Character, 13 Systems - Part 10: Marvel Super Heroes
I described my character, Korsanian, in a previous post here.
While I'm messing around with systems I decided to go with a blast from the past and the original Marvel Super Heroes system:
Books Used: Advanced Player's Handbook, The Ultimate Powers Book
Approximate time to create: 30 min
Korsanian Vambrae - Humanoid Race
Origin of Powers: Energy Exposure
Fighting- Good (8)
Agility- Typical (5)
Strength- Feeble (1)
Endurance- Excellent (16)
Reason- Amazing (46)
Intuition- Excellent (16)
Psyche- Remarkable (26)
Health: 30
Karma: 88
Resources: Poor (3)
Popularity: Good (8)
Weakness: Energy Allergy, Fatal, Limited Duration After Contact (to positive/holy energy)
Powers:
Magic Detection- Excellent (16)
Magic Control: Negation- Remarkable (26)
Force Field vs Magic- Good (8)
Talents:
Bows (+1 CS to hit)
Occult Lore (+1 CS to Reason involving magic)
Detective/Espionage (+1 CS to discover clues)
Contacts:
Wizard's Guild (mystic)
Agent who's infiltrated a dark cult (espionage)
Boy this brings back memories. I only played a little Marvel back in High School, but making this character reminds me of happy times (and some very crazy adventures). But, more importantly, how did he turn out? Pretty good. I rolled all his abilities, and got almost exactly what I wanted except for his Endurance being a little higher than I'd like (no big deal). I used the character creation rules in The Ultimate Powers Book, which included having to roll a weakness, but I actually like how it turned out. Because of the curse within him he takes damage from holy energy, but only up to a point (the 'limited duration' means it doesn't hurt the whole time exposed, just for a few turns) - I would not have thought of that, but it works. I rolled his number of powers but picked them so I could get the right character (with over 100 powers in the ultimate book I'd guarantee not getting the ones I wanted on a random roll). I like the force field vs magic, it limits all magic in an area around him, along with the specific magic control:negation to do his counterspell effects. Likewise I rolled his number of talents and picked them, and the Detective talent worked well with his concept, again in a way I had not imagined. The idea that he is searching for whomever made the curse could be played as a detective story - and the talent gave an extra contact who was 'espionage' so I thought up an undercover agent in an evil cult, which added another nice touch to the character. I have always loved, loved, loved how Marvel used descriptive ranks along with specific numbers. It's why one of the first things I created for Travellers Beyond was our own descriptive ranks system. Adding a little word just makes everything easier to see. Of course +3 is better than -2, but Amazing compared to Feeble is much more intuitive and adds something nice to the sheet (Fate does something similar but only uses it in one specific place on the character sheet).
There is not a lot to the sheet, but it makes good use of what's there. Stayed pretty close to the concept, just missing the alchemy and his animal companion, which is sad. Overall it is satisfactory. And even with me stumbling around the book it did not take long to make.
1 Character, 13 Systems - Part 9: Ars Magica
I described my character, Korsanian, in a previous post here.
Low-detail, sort of, again with the Ars Magica system:
Books Used: Ars Magica (4th ed) core rulebook
Approximate time to create: 55 min
Korsanian Vambrae - Magi, House Ex Miscellanea
Intelligence +3
Perception +3
Strength -2
Stamina 0
Presence 0
Communication 0
Dexterity -1
Quickness -1
Flaws:
Hedge Wizard (-1)
Slow Caster (-1)
Susceptibility to Infernal Power (-4)
Enemies (-2)
Tainted with Evil (-1)
Virtues:
Magical Animal Companion (2)
Second Sight (1)
Magic Sensitivity (1)
Magic Resistance (4)
Herbalism (1)
Alchemy (1)
Abilities:
Magic Theory +3
Parma Magica +2
Scribe Latin +1
Speak Latin +3
Speak own language +4
Longshaft Weapons +2
Crossbows +3
Animal Handling +2
Survival +3
Occult Lore +3
Northern Kingdom Lore +2
Alchemy +3
Herbalism +3
Magic Sensitivity +3
Awareness +3
Magical Training:
Techniques-
Intellego (perceive) +8
Perdo (destroy) +10
Forms-
Imaginem (image) +1
Mentem (thought) +2
Vim (magic) +10
Spells: 150 levels
Health:
6 Body levels
6 Fatigue levels
Soak: 0
Weapons:
Quarterstaff- Initiative +3, Attack +1, Defense +3, Damage +1, Combat Fatigue -2, Space: 3, Range: Reach
Light Crossbow- Initiative -4, Attack +6, Defense -5, Damage +10, Combat Fatigue -1, Space: 1, Range: Far
Since Ars Magica is based in "Mythic Europe" there are not any races other than human. Also all magi belong to the "Hermetic Order" which has various Houses, the character's (Ex Miscellanea) is for random magic users. I like and hate this system at the same time. I like how some things turned out. His weapons worked perfectly, I love that Ars gives a defense bonus to melee weapons (since keeping someone at sword-point is inherently defensive), so the quarterstaff is defensive but with his strength penalty not very offensive. The crossbow on the other hand is very offensive (uses his perception score to hit) and damaging, but leaves him defenseless. His Perdo Vim, or 'Destroy Magic', is nicely impressive; but the system is also flexible. So Perdo Imaginem is 'Destroy Image', or invisibility. Perdo Mentem 'destroys thoughts'. This opens up lots of creative ways he can use his power with a simple verb/noun structure. What stinks though, is while the essence of magic is simple, the exact effects and spell lists are terribly complex. It is easy to have a level 40 spell (compared to Pathfinder's max of level 9, which was god-like power). There are not quite as simple ways to determine your exact effect, and here's where that system knowledge is essential. After a quick read-through I gave up trying to pick his specific spell levels. Again we have alchemy and herbalism but no real solid numbers or items to use. The Flaw/Virtue system is nice, you have to take flaws to afford virtues; but the lists are terribly long and convoluted (I totally forgot to get his small size as a flaw) - even though the lists are far shorter than GURPS or Hero System they are somehow harder to read (I guess this is another place where system knowledge is needed).
Overall the character came out pretty good. He hit the right feel, and got the key abilities. I love his magic the best of all, the flexibility of the system is awesome, but I'm not sure how easily or well it would play at the table. It might look nicer than it rolls. I wouldn't mind trying him out, though he was made for a much higher fantasy setting than what Ars is based on. I'm genuinely mixed on this, I like him and I'm kind of disappointed at the same time. I guess only playing would really say how good he came out.
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