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No Power Points Setting Rule (SWD)

 
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Kendermage
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PostPosted: Mon Nov 14, 2011 1:29 am    Post subject: No Power Points Setting Rule (SWD) Reply with quote

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
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PostPosted: Mon Nov 14, 2011 3:20 am    Post subject: Reply with quote

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.
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robert4818
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PostPosted: Mon Nov 14, 2011 10:21 am    Post subject: Re: No Power Points Setting Rule (SWD) Reply with quote

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
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PostPosted: Mon Nov 14, 2011 10:26 am    Post subject: Reply with quote

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...
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kronovan
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PostPosted: Mon Nov 14, 2011 11:14 am    Post subject: Reply with quote

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. Wink
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ValhallaGH
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PostPosted: Mon Nov 14, 2011 12:17 pm    Post subject: Reply with quote

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. Wink )

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.
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Clint
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PostPosted: Mon Nov 14, 2011 5:23 pm    Post subject: Reply with quote

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. Wink
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ValhallaGH
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PostPosted: Mon Nov 14, 2011 6:17 pm    Post subject: Reply with quote

Clint wrote:
"almost all the powers" is kind of driving past hyperbole so fast as to miss the sign. Wink

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. Embarassed

I stand by every other part of that post.
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Pariah74
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PostPosted: Mon Nov 14, 2011 9:13 pm    Post subject: Reply with quote

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.
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Manowar
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PostPosted: Tue Nov 15, 2011 1:49 am    Post subject: Reply with quote

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
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PostPosted: Tue Nov 15, 2011 2:27 am    Post subject: Reply with quote

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?
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kronovan
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PostPosted: Tue Nov 15, 2011 2:31 pm    Post subject: Reply with quote

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. Wink
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
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PostPosted: Tue Nov 15, 2011 3:20 pm    Post subject: Reply with quote

I am going to be using the NPP rule with my System crash setting the way i handle the PP edges is to out right not use them. Instead i introduced the following edges.

Power Focus
R: S, Psionics d8
You have practiced heavily manifesting a single power. You gain a +1 to your psionics roll when manifesting this power. This power can be taken multible times each time you must select a new power.

Power Mastery
R: H, Power Focus, Psionics d10
As with power focus but the bonus is now +2
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ValhallaGH
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PostPosted: Tue Nov 15, 2011 4:04 pm    Post subject: Reply with quote

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.
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steamdriven
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PostPosted: Sat Nov 19, 2011 8:42 pm    Post subject: Reply with quote

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
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PostPosted: Sun Nov 20, 2011 8:17 am    Post subject: Reply with quote

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.
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