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Kendermage Novice

Joined: 20 Nov 2010 Posts: 69
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Posted: Mon Nov 14, 2011 1:29 am Post subject: No Power Points Setting Rule (SWD) |
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| If you are making use of the No Power Points setting rule from SWD what edges would you make to replace some of the Power Edges like Power Points, Rapid Recharge, Improved Rapid Recharge, Soul Drain, and Power Surge. Is there a way to retool these edges to make them work with the No Power Points rule? Or would it be better to come up with new edges all together? |
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Enno Veteran

Joined: 29 May 2006 Posts: 532 Location: Ulm, Germany
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Posted: Mon Nov 14, 2011 3:20 am Post subject: |
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As with any setting rule, some edges are retooled or deleted, as they become unnecessary.
If you put emphasis on upholding the number of edges for spellcasters, retool Power Surge, Holy Warrior, and create edges that help with maintaining spells, concentrating even under most difficult circumstances, or give certain spells certain aspects that they hadn't before (AP, combinating with other spells, greater range, area of effect etc).
Take the Hellfrost Setting by TAG as a good example here. _________________ There are 10 types of people in the world: Those who know binary and those who don't. |
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robert4818 Heroic
Joined: 25 Jan 2009 Posts: 1048
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Posted: Mon Nov 14, 2011 10:21 am Post subject: Re: No Power Points Setting Rule (SWD) |
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| Kendermage wrote: | | If you are making use of the No Power Points setting rule from SWD what edges would you make to replace some of the Power Edges like Power Points, Rapid Recharge, Improved Rapid Recharge, Soul Drain, and Power Surge. Is there a way to retool these edges to make them work with the No Power Points rule? Or would it be better to come up with new edges all together? |
PP, RR, IRR, PS are gone.
Soul Drain I would tweak to a vigor roll that removes 1 point of casting penalty per success and raise, followed by 1 or 2d6 of damage. |
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Virgobrown72 Veteran

Joined: 19 Jan 2010 Posts: 866 Location: The other side of the Sun, baby!!!
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Posted: Mon Nov 14, 2011 10:26 am Post subject: |
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I would just assume not use them, as they are specifically tailored to Power Points. Somehow though, I too still like the Soul Drain edge. I think Power Surge could be easily reworked too... _________________ "Anything smaller is just fiddly, and fiddly is not one of SvgW's three Fs..." |
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kronovan Veteran
Joined: 01 Mar 2011 Posts: 683
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Posted: Mon Nov 14, 2011 11:14 am Post subject: |
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As others have said, you don't use them. Which is something I don't like about the SWD npp system - without the need to spend adavncement points on AB edges, IMO it's too easy for a PC to beef up their AB skill. There's some other npp systems in 3rd-party settings though, that do it differently.  |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Mon Nov 14, 2011 12:17 pm Post subject: |
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| kronovan wrote: | | IMO it's too easy for a PC to beef up their AB skill. |
Bah humbug. (Need to practice for the coming season. )
A character can start the game with any skill at d12 (barring house rules). Worry about that is like worrying about the players doing something crazy and unexpected that derails your plot - it's going to happen and there is nothing fun you can do to stop it, so be ready to go with it.
The real effects of No Power Points are one of the following:
1) Arcane characters have almost all the powers because they could spend all their advances on new powers.
2) Arcane characters can do something besides arcane stuff - fighting, riding, boating, talking, etc. This may or may not be a bad thing, depending upon your point of view. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16264
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Posted: Mon Nov 14, 2011 5:23 pm Post subject: |
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| ValhallaGH wrote: | The real effects of No Power Points are one of the following:
1) Arcane characters have almost all the powers because they could spend all their advances on new powers. |
I don't really see a 350+ XP character who has almost all the powers because they have spent every single advance and Hindrance Point taking New Power as a "real" effect to worry about.
Characters using the No Power Points system will likely have more powers, but "almost all the powers" is kind of driving past hyperbole so fast as to miss the sign.  _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Mon Nov 14, 2011 6:17 pm Post subject: |
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| Clint wrote: | "almost all the powers" is kind of driving past hyperbole so fast as to miss the sign.  |
True. It's really more like "1 to 8 more powers" - assuming that advances are spent on New Power that would have been spent on the various power point edges.
I was too lazy to do the XP math.
I stand by every other part of that post. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Pariah74 Veteran

Joined: 16 Jun 2009 Posts: 934
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Posted: Mon Nov 14, 2011 9:13 pm Post subject: |
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I think it would be pretty easy to toss in some extra edges to make up for the lost PP ones.
I mean, why not have an edge that reduces the penalty that's based on the power's cost. Wizard fills the bill nicely. Say taking Wizard negates up to a -2 penalty?
Why not have a power that allows a double casting in some limited way like Frenzy and Double Shot do? You could say Soul Drain allows them to make a Spirit roll to cast the same spell at two different targets. Failure means they take a level of Fatigue and are Shaken, Success means they cast the spell just like an autofire (roll two spellcasting dice at -2 -plus the cost penalty- and one wild die), a Raise means is the same as a success without the -2. Restrict it to spells that affect single targets if it seems to powerful with blast or burst and whatnot.
You could do the above but limit to to a Wild Card Edge and call it Power Surge.
Plenty of options to squeeze in a few more Edges. Basically, play the game and anytime you think, "I wish I could..." write it down, because you probably just made an Edge. _________________ "Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game. "
~Gygax |
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Manowar Seasoned
Joined: 23 Jun 2003 Posts: 125
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Posted: Tue Nov 15, 2011 1:49 am Post subject: |
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| I agree completely with Pariah--great ideas! Wizard could negate some of the penalties incurred, and some sort of multi-cast ability could be cool, too. What about an ability that allowed maintenance of one spell at no penalty to other actions? |
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Pariah74 Veteran

Joined: 16 Jun 2009 Posts: 934
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Posted: Tue Nov 15, 2011 2:27 am Post subject: |
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| Manowar wrote: | | I agree completely with Pariah--great ideas! Wizard could negate some of the penalties incurred, and some sort of multi-cast ability could be cool, too. What about an ability that allowed maintenance of one spell at no penalty to other actions? |
Oh yeah, I like that too! Something like Expanded Conciousness (Seasoned Arcane Skill d8, Smarts d8.) allows him maintain one spell with no MAP. But when he maintains two powers he takes penalties as normal.
Something like that? _________________ "Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game. "
~Gygax |
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kronovan Veteran
Joined: 01 Mar 2011 Posts: 683
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Posted: Tue Nov 15, 2011 2:31 pm Post subject: |
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| ValhallaGH wrote: | | A character can start the game with any skill at d12 (barring house rules). Worry about that is like worrying about the players doing something crazy and unexpected that derails your plot - it's going to happen and there is nothing fun you can do to stop it, so be ready to go with it. |
Personally, I'd rephrase that to; "a foolish character can start the game with any skill at d12." While its certainly possible its far from practical.
| Quote: | | 1) Arcane characters have almost all the powers because they could spend all their advances on new powers. |
As Clint pointed out that's far from the case. It does however mean AB PC's with a larger grimoire. I prefer arcana to be more of a challenge than easy, so I can't say I care for that. If I want easy I've already got the SPC.
| Quote: | | 2) Arcane characters can do something besides arcane stuff - fighting, riding, boating, talking, etc. This may or may not be a bad thing, depending upon your point of view. |
True, and I don't particularly care for that. IMO that makes it a bit too attractive for players to create AB PC's, likely resulting in too many in a party.
I like what others have suggested for tweeking SWD NPP, namely creating additional / alternative edges that are required for AB characters. |
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OSIAdept Heroic

Joined: 19 Oct 2007 Posts: 1555
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Tue Nov 15, 2011 4:04 pm Post subject: |
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| kronovan wrote: | | ValhallaGH wrote: | | A character can start the game with any skill at d12 (barring house rules). Worry about that is like worrying about the players doing something crazy and unexpected that derails your plot - it's going to happen and there is nothing fun you can do to stop it, so be ready to go with it. |
Personally, I'd rephrase that to; "a foolish character can start the game with any skill at d12." While its certainly possible its far from practical. |
Positives and Negatives. But if you want to be a boss-man caster then go with the d12 arcane skill. You're going to want it anyway, so get it already. You still have 10 to 6 skill points to spend.
| kronovan wrote: | | Quote: | | 2) Arcane characters can do something besides arcane stuff - fighting, riding, boating, talking, etc. This may or may not be a bad thing, depending upon your point of view. |
True, and I don't particularly care for that. IMO that makes it a bit too attractive for players to create AB PC's, likely resulting in too many in a party. |
And I see it as a good thing. As I said, it is a matter of taste. But, the GM should be aware of it. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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steamdriven Legendary

Joined: 28 Jan 2004 Posts: 2091 Location: U.K
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Posted: Sat Nov 19, 2011 8:42 pm Post subject: |
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| my fantasy setting uses the no points system for magic. so far i have not added any new edges to replace those lost but plan on doing so soon. i also want to add a few new hindrances as well. |
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wikiget Novice

Joined: 02 Apr 2011 Posts: 16
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Posted: Sun Nov 20, 2011 8:17 am Post subject: |
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My AB(Miracle) has no power points. I added a few edges with that flavor in mind to replace them like Conviction (+2 to casting rolls).
Unfortunately, some of them means I owe Shane a dollar... like Conviction.
I mostly do it for personal taste. The Gods don't have a power point limit, so why should their followers? They just have a harder time to get the attention needed to cast a spell.
All my other AB's have power points, because it makes sense in my game flavor-wise and I like watching my players realize that they're out of spells. _________________ Player Rules to Live By
Rule 0 - GM Fiat: The GM is always right.
Rule 1 - Never give the GM Ideas.
Rule 2 - Never Assume.
Rule 3 - Everything is a trap.
Rule 4 - Never trust a GMs generosity, but never point it out.
Rule 5 - GMs can be bought. |
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