Showing posts with label Power Level. Show all posts
Showing posts with label Power Level. Show all posts

Friday, July 1, 2016

Aioskoru part 3 : Experience Points award

Aioskoru website
Aioskoru Adventure seeds
ABS12 System


Continued from this Aioskoru Story Series
Aioskoru part 1 : "Wild Horses"
Aioskoru part 2 : "Friendly Centaur"

Here are the stats for my two main characters.

Madi the amateur magic user is PL1.
SpeciesLifeSpdDefDef TypeBPDamageD TypeMagSc/TcBPVerbAdj/AdvBPVerbAdj/AdvCost
Magic User223Cloth21d12/6Staff45Fireball S1d12/23Net S315

Andelin the amateur fighter is PL1
Fighter436Plate41d12/3Sword2Rescue22Tracking/hunting215

Before I start, I want to test the new experience points for the two characters for the prior two scenes.

EP per Scene Goal reached - scene 1 - meet centaurs, scene 2 - find out more info
Madi - scene 1: yes; scene 2: no = 1 EP
Andelin - scene 1: yes; scene 2: yes = 2 EP

Character true to it's concept
Madi - scene 1: yes; scene 2: unkown = 1 EP
Andelin - scene 1: yes; scene 2: yes = 2 EP

Conflict with opposition
Madi - scene 1: yes; scene 2: unknown = 1 EP
Andelin - scene 1: yes; scene 2: no = 1 EP

New Awareness about something important
Madi - scene 1: yes; scene 2: unkown = 1 EP
Andelin - scene 1 unknown; scene 2 yes = 1 EP

Total EP for "Wild Horses" and "Friendly Centaur."
Madi = 4 EP
Andelin = 6 EP

I will test out 10 EP = 1 Power Level increase for now. I tried to make it 3 scenes per level. If that is too little then I will switch it to 20 or 30.

I'll try doing a scene just for Madi in the future like I did for Andelin in "Friendly Centaur" to help balance the points out.



Tuesday, June 28, 2016

ABS12 Experience System Changes

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

When I set the first version of exp points, kills and skills were the focus of my initial framework. I haven't used that system yet in my test plays. And I don't think that I want to.

I will change the experience point system to something else. Something based on scenes, acts, and story rewards. Rather than worrying about kills and skills, I will focus more on scene goals, staying true to the character, and facing conflict. In addition, points for completing each part of the story will be given.

This system focuses on the overall story, rather than actual specific results. It doesn't judge success over failure. It only judges if the story is being done

Experience
EP per Scene Goal reached
Characters receive 1 experience point if the purpose of a scene is completed. Does the scene add anything to the plot of the story? If so, award 1EP. If not, next time try to create scenes that add to the story. They can be beginnings, middle, or end type scenes that introduce, present, or finish conflict or the plot.

Experience

Per Scene
EP per Scene Goal reached
Characters receive 1 experience point if the purpose of a scene is completed. Does the scene add anything to the plot of the story? If so, award 1EP. If not, next time try to create scenes that adds to the story. The scenes can be beginnings, middle, or end type scenes that introduce, present, or finish conflict or the plot.

Character true to it's concept
If the character stayed consistently within the concept of the character within the scene then award 1EP. The character should have it's own voice. Playing a character well means playing it according to it's own rules and logic. Know your character and do stuff that makes sense to that character.

Conflict with opposition
If the character faced opposition with some hindering force within the scene then award 1EP to the character, despite the resolution of the conflict - either success, draw, or fail. Conflict is important to the story. Failing and coming to a draw are just as important to the story as success - maybe even are more important.

New Awareness about something important
Did the character learn something new that is important for the story. If so, award 1EP. Even if the character doesn't face conflict, if they learn something important about them, someone else, or something important in the story then award 1EP. This helps to award character knowledge, rather than materials gained in the story.

Per Act
Act completion
If an entire act is completed then award 1 additional EP. Finishing an act means progression within the story.

Per Story
Story completion
Award 2EP if the story had come to a climax and been resolved. Completing a story is a significant event.

PL Progression
Every 10 EP award a Power Level (PL). Every two PL, the DL will increase by one.

For the PL list, for now I remove the EP since I'm making it a flat 10 per PL.

PL - Description Level
no Description
- 1
2 -
3 - 2
4 -
5 - 3
-
7 - 4
8 -
9 - 5
10 -
11 - 6
12 -

Sunday, May 22, 2016

ABS12 PL1 Creature Species

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

New version number
If you haven't  noticed, I upped the version now to 1.02 including everything changed or added last week. The current version is much larger than the last version update. I've added healing rules, revised the thief, added a character sheet, added more Description Verbs (skills) including new natural weapons, and added PL0 and PL1 non-humanoid creature encounters.

PL1 Creatures

To round out the standard creatures for power level 1, these will be the non-humanoid creatures that most games have.

The Beetle and Wood Golem will be that main end boss type creature.
Zombies of PL0 creatures should add usability to creatures and humanoids.

Description skills
I also have to add the skill information for these creatures.
smash/slam - using fists or other appendages to forcefully attack a target.
song - this is a magical song which has some effect on another character.
splinters - ejecting several dozen razor sharp shards of wood.
trample - walking or running over another character.

A Basic System 12 (ABS12)
Index of my blog

Wednesday, May 18, 2016

ABS12: PL0 non-humanoid Creatures, list of humanoid species

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

PL0 Creatures

To round out the standard creatures for power level 0, these will be the non-humanoid creatures that most games have. I may make some unique creatures for this game if I can.

The Drakeling will be that main end boss type creature.
Giant ants  and bats will be the tougher creatures.
Imps and Ghouls will have damage over time bites and stings.

Humanoid Species

For humanoid species use the stats for the Descriptions for PL0 - Fighter, Magic User, Thief, Healer - which are already on the game document.

Humanoid species include humans, orcs, dwarves, elves, halflings, gnolls, goblins, kobolds

Description skills

I also have to add the skill information for these creatures.
aware - because of increased senses and focus, the species has greater awareness of surroundings.
dig - this species can dig much faster than normal.
climb - this species has the ability to climb surfaces more easily.
fly - this species can fly at an increased speed. When in flight, add the speed amount to the defense.

A Basic System 12 (ABS12)
Index of my blog

Sunday, May 1, 2016

A Basic System 12 (ABS12) Part 2: Basic rules: skills, unskilled, combat, and power actions

The ABS12 needs some rules. Although I provided mechanical structure, I need to add process or procedure to those mechanics. These rules are written much like the first set of mechanics. No evaluation nor judgement will be made until they are tested. For now, they are just raw untested formulas and ideas.

They will be added to the current overall page.
A Basic System 12 (ABS12)

Skills 

Characters and opponents need to perform tasks or actions in a game. These skilled actions can either be something not covered by skills learned, covered by skills learned, combat action, or spell used.

Unskilled action

1d12 + PL
For actions not covered by definitions, use the PL only to modify rolls. This means that your experience of living and advancing helps you with everything, but that you do not receive an expertise bonus.

Skilled action

1d12 + PL + Definition Level
For actions covered by definitions, use the Pl and the Definition Level to modify rolls. This means that in addition to your experience of living and advancing you also receive expertise bonus for learning more about those types of actions.

Combat action - to hit

Offensive roll 1d12 + PL + Definition Level + PL Damage
Defensive roll 1d12 + PL + Definition Level + PL Defense
Whichever total is highest, wins. Ties we will say goes to the defensive person.

Combat action - damage

Defender PL Life - Weapon PL Damage
If the Offensive attacker exceeds the defensive defender, then the defender is damaged. Reduce the PL Life temporarily by the weapon PL Damage amount. If the PL Life is reduced to zero, the defender is dead.


Power action

Power roll 1d12 + PL + Definition Level
We will just say that the only requirement is to be able to see the target to launch a fireball or heal a player. The difficulty for range of spells will be in 10 feet increments beginning with Very Easy (roll 3 or higher0 up to 10 feet from the caster. For a fireball, the defender may make a defensive roll.


A Basic System 12 (ABS12)
Index of my blog