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Author Topic: Using Levels but no Skill DPs  (Read 884 times)

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imported_Witchking20k

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Using Levels but no Skill DPs
« on: June 13, 2014, 07:26:31 PM »
OK, so I am a little lazy, have a short attention span, and currently work 2 jobs and have 2 kids under 3 at home.  But, I'll be damned if I am not playing a game every week.  However, this means I really don't want to spend my time over-seeing levelling up etc. as a GM

So, I am considering taking the DPs away after first level and making skills a completely linear development.  Characters would simply gain +1 to favoured skills every level and +1 to standard skills every 2 levels.

If I were to do this- any suggestions on how to handle talents?  Any insight into the other areas that might become an issue?

Cheers
James

Offline Fidoric

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Using Levels but no Skill DPs
« Reply #1 on: June 14, 2014, 11:50:00 AM »
That's a quick solution but you should include a development guideline for other things that you can buy when leveling up: spells, talents and combat moves.

What about:
Spells: major adepts gain one spell per level, minor adepts gain one spell every other level and semi adepts one spell every three levels.

Combat moves: use the max combat moves per skill rank as a guideline. No combat training grants one combat move every fifth level, combat training 1 every third level and combat training 2 gives one move per level.

Talents may be trickier as they can have very different costs. Maybe something like 5 talent points worth by level?

imported_Rasyr

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Using Levels but no Skill DPs
« Reply #2 on: June 14, 2014, 01:52:59 PM »

OK, so I am a little lazy, have a short attention span, and currently work 2 jobs and have 2 kids under 3 at home.  But, I'll be damned if I am not playing a game every week.  However, this means I really don't want to spend my time over-seeing levelling up etc. as a GM

So, I am considering taking the DPs away after first level and making skills a completely linear development.  Characters would simply gain +1 to favoured skills every level and +1 to standard skills every 2 levels.

If I were to do this- any suggestions on how to handle talents?  Any insight into the other areas that might become an issue?




One of the things to remember is that while the number of Character Points remains the same every level, the cost of skills per rank increases based upon how many ranks that they have.  So, if you follow the idea you outline above, you are essentially increasing the number of Character Points you give them each level.

One possible alternative, is to use the XP table from Libram Novus #6, where you award Character Points instead of XP. This would allow them to increase skills and get talents and other options at a more organic rate -- but likely not the option you were looking for..

Another idea would be to basically swipe an idea from RuneQuest and then adapt it here....



Tick Progression
  • Any skill used during a given session gets a tick mark put next to it. (you could even create a simple tracking sheet, where you keep the tick marks - column for each PC, row for each skill). GM may award bonus tick marks for special circumstances (i.e. a really really outrageous or funny roll/result).

  • When character goes up a level, the player gets to roll against each skill with a tick mark (2d10 roll, no modifiers, yes it can explode -- TN of roll is the skill's total bonus). Roll higher, and you increase skill by 1. (and the next roll has to beat the new total to make it go up any further). If a skill has 5 ticks, you can try to increase it up to 5 times. Takes maybe 5 minutes to go through

  • Spells, Talents, and Combat Moves -- a player may trade in tick marks for 3 character points per tick, and then use those to purchase Talents, Spells or Combat Moves. Any character Points not spent are lost once development is done.

  • NOTE: When trading in tick marks for Character Points, the ticks ALWAYS come from the skill with the most tick marks (if tie, then from combat skills first, if multiple combat skills in tie, then use primary weapon first)

[/list]




This idea keeps the "diminishing" returns in place by naturally making it harder to increase skills that have better bonuses. This also allows for giving up the chance of increasing some skills to go for other options that are not skills.... (essentially the same process that now occurs....)


Offline Fidoric

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Using Levels but no Skill DPs
« Reply #3 on: June 14, 2014, 05:27:40 PM »
That's one part of RQ that I like. It makes you better in the skills you do use.

imported_Rasyr

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Using Levels but no Skill DPs
« Reply #4 on: June 14, 2014, 05:59:45 PM »
Oh! And to add what I posted before -- trade 2 ticks to "open" a new skill that you did not know before... (i.e. you get a +1 skill bonus in it).

Offline Fidoric

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Using Levels but no Skill DPs
« Reply #5 on: June 14, 2014, 09:16:37 PM »
Definitively a good idea. I would add maybe the appropriate stat bonus to the skill gain roll to reflect that some people learn better than others. Perhaps it could be a good idea to add a +1 or +2 to this roll for favored skills ?

imported_Rasyr

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Using Levels but no Skill DPs
« Reply #6 on: June 14, 2014, 11:20:45 PM »
I could see that, especially since the stat bonuses are in the total skill bonuses that are being rolled against as well...

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Using Levels but no Skill DPs
« Reply #7 on: June 15, 2014, 08:33:09 AM »
A good point. It may be better to roll against the total skill rank?

imported_Witchking20k

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Using Levels but no Skill DPs
« Reply #8 on: June 16, 2014, 01:59:07 PM »
That's an interesting idea. 

I think what I'll do is break skills into 3 Types; Favoured, Standard & Restricted.  Favoured gets +1/level, Standard +1/2 levels and restricted skills do not advance.  I am going to build a mini-game using the "Novus Engine" and have it playable from levels 1-5.  So, I'm not too concerned with skill bonus bloat at higher levels.

Spells will be learned using a spell acquisition- using the Casting TN as the TN to learn it.  Players will begin play with as many spells as they have ranks in Magecraft.....maybe....

Talents: I think I'll award Talent Points every level- but not Skills points- and these can be saved to buy Talents or Increase Stats.  I'm going to read up on that a little...before I decide.

My goal is to have a core game that uses the dice rolling, spells, etc from Novus but with a linear progression.  Think of the old progression charts from D&D.  That's what we want. 

imported_Witchking20k

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Using Levels but no Skill DPs
« Reply #9 on: June 18, 2014, 01:41:49 PM »
Play Testing my "Old-School Hack" as I am calling it on Friday/Saturday- sending away the CharGen Document this afternoon.  It was easy to do...as all things are with Novus....

imported_Rasyr

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Using Levels but no Skill DPs
« Reply #10 on: June 18, 2014, 01:49:06 PM »
Glad to hear it!! And good luck with it!!