> "If it matters, it's an ability."
That is pretty much the principle I go on.
> And, more to the point, they're all acquired and work
> in the same way. None of this concentrated vs
> unconcentrated stuff, forget the levels of worship -
> if you've got Worship Destor at a high level you're
> probably devoted. I only kept one cost multiplier and
> that was unrelated to story.
*nod* I have less problem with the magic systems (well, less isn't NONE) but I see where you are coming from on this.
> Other manifestations of this:
>
> - Keywords are now abilities - raise 'em as other
> abilities, use 'em or augment with them (you don't get
> the list of abilities under the keyword though). This
> was great for broadbrush characters as well
I've done something like this too. It's the shorthand ability for "all the stuff I should know about because of my character concept". In a way it gets used like an affinity - augment with it for anything related, use it directly with a mod when you have nothing else but should be able to do something.
> - All equipment is now ability based
I'm not sure what you mean by this. If it means "all equipment is an ability", then I went the other way. If the equipment is just kit, it is ignored unless dramatically appropriate for a situational bonus. If it is part of your story, it's an ability.
> - Something I nicked from FATE, scene abilities. A
> scene or location has an ability that players can grab
> augments from. If the scene's "Dark 18" then you get
> +2 to hiding FREX
Huh. I've been doing things like that for a while. Maybe I unconsciously nicked it from somewhere.
> - No penalties for improvisation - if the ability
> fits, great, if it doesn't, sorry but no cigar
That I don't do. I use improv mods for sliding between more or less appropriate abilities.
LC
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