SpaceRoles:Abilities

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Our approach to the abilities each role may have follows a schema that will be described here. Each ability has the following properties:

  • Level: The character power level for which it is suitable (low, mid, high, variable). This works better for level based systems, but for systems without levels low means "not experienced" or "fresh character", mid means "some experience" and high means "very experienced" or "veteran character". Variable menans that the ability can be used on various levels, thereby granting also bonuses that fit to the level. The "variable" key word has to be repeated in the effect property to describe which values are to be changed to adopt the ability to a certain level.
  • Effect: What the power actually does. This wil lbe usually described in terms like "ship defense gains a major bonus", so it always consists of a resource that is affected (may be sositively or negatively) and the amount by which it is affected (less, moderate, major, variable). The "variable" keyword is allowed if the level is also "variable". The ability may effect multiple resources and maybe some negatively and some positively. The bonuses granted may also be not just a static bonus but also allow additional or change existing action, like allowign the pilot to turn 90° more while moving a single square (if the system or ship normally does not allow this).
  • Difficulty/Frequency: This describes how difficult it is to use an ability or how often it can be done (easy/often, moderate/sometimes, hard/seldom). This may be because it is exausting for the character, stressing the ship's systems or because something has to recharge.
  • Favored Role: This property is only used for basic abilities, which are available for every role (and even characters without a role, if they occur). It denotes at least one role that gains a bonus when using this ability. The bonus is variable (e.g. in a d20 system +2 for low levels, +4 for medium and +6 for high levels).


A Power-based Approach

To use the abilities in a power-based system (like D&D4), the level described at which (experience) level the power will become available. The effect is simply put into static numbers. The difficulty/frequency is transferred into the power type: at-will, encounter, daily. Maybe some pwoers will also be rechargable. This has to be detailed out when converting the power.


A Skill-based Approach

To use the abilities in a skill-based system (like Torg or Midgard) the level can be transferred into prerequisites for the maneuver that hint to a certain level and maybe the character has to explicitely learn the maneuver. The effect is put up with staitc numbers and the difficulty/frequency is represented by the diffculty for the skill check. For some or even all abilities it may be possible to give additional bonusses when exceeding the difficulty by certain numbers. It may eben be possible to gain another ability when exceeding the difficulty majorly.

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