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RPG Laboratory

Character Creation and Progression

Statistics

  • Strength: physical power
  • Toughness: physical resilience
  • Reflexes: agility and speed
  • Intellect: intelligence and reason
  • Willpower: strength of mind and resolve
  • Charisman: persuasive ability

Players will have 18 points to spend on statistics.

Skills

  • Hand-to-Hand Combat
  • Gunfighting (light)
  • Gunfighting (assault)
  • Drive
  • Computer Use
  • Stealth
  • Perception
  • Demolitions
  • Pilot
  • Avoid
  • Athletics
  • Diplomacy
  • Linguistics
  • Repair/Modify

Players will have 10 points to spend on skills. Skills cap at 5. No skill may be raised higher than 4 during character creation.

Resilience Values

  • Wounds (Critical): Used in mortal combat; Wound boxes equal to Toughness, Critical boxes equal to half Toughness rounded up
  • Resolve (Non-critical): Used in social combat; Resolve boxes equal to Willpower
  • Spend 12 health points enhancing Wounds, Critical Wounds, and Resolve
  • Wound boxes cost 2 hp, Critical Wounds and Resolve boxes cost 1 hp

SFXs

  • Mortal Combat
  • Social Combat
  • Driving

Players will have 5 points to spend on SFXs.

Boons and Flaws

  • Spend 6 general points on improving your character
  • Boons cost x amount of gp
  • Flaws give x amount of gp
  • Statistic points cost 3 gp
  • SFX points cost 2 gp
  • Skill or health points cost 1 gp

Gradual Progression
Fueled by experience points (XP). At any time during the session, the player can spend his XP to improve aspects, if that aspect has been used during that session. The cost of increasing an aspect rises depending on how high the aspect is. Players may only increase an aspect by 1 level at a time, regardless of how much XP you have.

  • Statistics cost a number of points equal to 5 multiplied by the level it was raised to
  • Skills cost a number of points equal to 3 multiplied by the level it was raised to
  • New skills may be purchased for 3 points each, and start at level 1
  • New SFX cost 5 points plus double the number of SFXs that you have already

The goal of this character creation and progression is to give the players complete freedom and control over their characters. If they want their agent to be very Sam Fisher-esque they can possess high Stealth and snap necks at their leisure. If they want to be a deadly hand-to-hand combatant with a penchant for persuasion and demolitions, they can be.

The choice is yours

I think that there needs to be some reward and also some sort of a disadvantage for doing certain things. if people are able to almost max everything then the game may lose some of its challenge. How about playing a characters progression almost as more of a funnel effect. At the beginging you can be well rounded and do alot of things to a certain degree or you can start a guy of as being rele good at one thing and then move on to whatever you want. But the end goal is that they'll have strengths and weaknesses.

thats what i'm getting at.

i think that there has to be some sort of payout/collection system. for example a guy who specs in firearms can unlock a certain sfx or skill that grants him a bonus to firearms. by doing this the player will put more thought into his decisions rather than end up with a maxed out boring to play guy *cough* fable *cough*. but doesn't that mean that you'll just eventually spec at the opposite ends of a spectrum and still be too powerful?

heres the kicker

you can only spec in 2 skills. And the special skills you get will give you two new sfxs or skills. like firearms may
have the choice between the skill shotgun master (giving a +1 to all shotgun rolls) or the sfx steady shot(makes him next shot hit no matter what). if he also specd in martial arts he would have a similar decision with similar benifits.

And then a choice between unlocking a new special skill or getting a very powerful sfx that may only be used every so often. The special unlocked skill may be very specific and should somehow relate to the two specd skills. like for example in the firearms/martial arts guy above the may unlock the new skill called disarm which can only add when the player makes a roll against a disarm. or the player can choose to unlock the sfx called solid stance which removes the penalty for using a ranged weapon in hand to hand combat. this means player will have to decide between a quick payoff that may change an entire situation or a readily usable advantage that has less of a payoff but gives more often.

the drawbacks

not only does this give players more of a defined role and character they also come with drawbacks. For example some may go together rele well (diplomacy and linguistics) and make certain parts more rewarding or interesting (you're mastery of languages and persuasion prevents the death of a major character who normally couldn't be saved) while others will not even have a special final ultimate ability (there is none for combining avoid and computer use) but those combos will make a more rounded player. Specs not only cut off other pathways but may also have certain flaws/disadvantages. the firearm/martial guy above will have an enormous advantage in combat but will stick out like a sore thumb in a more clandestine situation and will easily attrach attention. These disadvantages are less of a numbers aspect and more of a how the story develops/the challenges you'll face kind of deal.

getting these bonuses shouldn't be a simple matter of putting points in them. the character must either 1)recive special training in the game 2)go through an ordeal thats teaches/forces them to do this 3)plot progression

The end goal is not to limit a character but is instead to make them plan ahead and think constantly. "shoulda done more with computer" well now the player has to think his way out more so than gun. "shoulda put more into pistols" now the player has to brawn his way out instead of think.

Hmm...no

You're thinking more along the lines of something like Mass Effect or other video game RPGs. The difference between CRPGs and PNP RPGs is that with traditional pen and paper RPGs, certain pathways won't get cut off because of how you play. There is no programming involved. As long as you are working with your Guide (or DM, GM, w/e) then no story pathway can be cut off from you.

The skills already emphasize what your character is good at. Having a specialized skill is kind of redundant. Skills that you have points in mean that you are good at it. If you don't have points in a certain skill, then that doesn't mean that you can't perform that certain ability. You are a trained agent; you know how to do all of those skills. It's just having points means that you are specialized in it.

Having certain SFXs unlockable only if you have the prerequisite skill would work for a CRPG too, but it isn't necessary for a PNP RPG. I feel that it removes the freeform feeling of creating your agent. It's not advisable to have the Guns Akimbo SFX and no points in Gunfighting (light), but I'm not going to stop you from going in that direction. Besides, skill bonuses don't add to burning sixes anyway so skill-unlocked SFXs are unecessary.

"So I say to the guy, 'How you going to get the tank down to the planet?' And he goes, 'I'll just put it on the ship.' And I go, 'If you've got a ship that can carry a tank, why not just put guns on the ship and use it instead?'" -Caboose

likely

Maxing out characters in roleplaying games is very hard to do and rare in most systems. so unlike fable which you can max out in 9-10 hours, in D&D it can take years. other games months, and very rarely days.

cool aspect

I think that it would be cool if some parts of the rpg story were told through a flashback where you either play as your character in a more juvenillie state or as a pre-written character. This could help to move the story in new directions or possibly even lead to some new backstory. I know this may be time consuming but these sequences can be more linear and serve as more of a filler than actual gameplay that add more to the story rather than the character in terms of stats.