[Top][All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Forge-main] [FRINGE] Unique Traits

From: Ricardo Gladwell
Subject: [Forge-main] [FRINGE] Unique Traits
Date: Mon, 27 Oct 2003 17:01:19 +0000
User-agent: Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.4.1) Gecko/20031008

Hi All,

Sorry for being so quiet for so long. Things have been busy at work so, for the benefit of anyone who might still be reading this mailing list, I will start with some ideas I've had for unique traits.

Unique traits are the FRINGE equivalent of advantages and disadvantages, although they are more important than that, taking into account traits that are both beneficial and penalising, such as personality traits.

Unique traits are divided into the following categories:

* Advantages
* Disadvantages
* Reputations
* Persnality traits

Each trait consists of one or more *modifiers*. A modifier is an alteration to the rules, an advantage or a penalty that can apply in ceratin circumstances.


There are several categories of modifiers used to construct unique traits, including:

Access Modifiers: or meta-modifiers, impart access to other traits, or restrict access to certain traits. For example, a Magic Ability unique trait would give access to other magic traits, but not necesarily impart any additional benefit. Access modifiers can be used to make other traits more expensive to buy.

Action Modifiers: give the character the ability to perform actions he could not normally perform, such as flying kicks, or prevent the character from making certain actions due to some innate disability, for example, blindmess.

Secondary Trait Modifers: increase or decrease permanent secondary trait scores. For example, the Toughness unique trait would increase the permanent Health of a character.

Roll Modifiers: increase or decrease the probability that certain actions will be successful. Generally, a beneficial roll modifier will give the player the ability to re-roll certain rolls in certain cicurmstances, usually in exchange for a temporary point of a secondary trait or an experience point. I haven't decided how negative roll modifiers will work, yet: perhaps doubling the difficulty costing the player a point of some temporary secondary trait to negate? For example, a Reputation might allow you to re-roll certain social rolls in certain circumstances.

What to notice from the above is that I have avoided from creating bonuses of penalties to rolls. This is very deliberate: addnig ergular +1/+5 bonuses to rolls will break the human-readable range design criteria. Instead, otehr methods of improving the outcomes of rolls can be used (e.g. re-rolling, difficulty doubling, etc).

The cost of a unique trait is determined by costing the individual modifiers that make up a trait and summing them. Each type of modifier will have its own costing scheme, to be devised...

Thoughts? Critcisms? Ideas?


Ricardo Gladwell
President, Free Roleplaying Community

reply via email to

[Prev in Thread] Current Thread [Next in Thread]