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Post by Smith on Feb 27, 2014 2:24:01 GMT
What were you thinking? I always trust you and your mad detailed rules.
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Post by Ulfric Blacktail on Feb 27, 2014 3:04:39 GMT
Well I'd say we go with a point system, both for character and race creation. Maybe use points for like Horas said, Population: Technology: Magic: and with points for Major and Minor Powers, with GM approval on major powers.
for characters I'd go with both abilities (strength, dexterity, Intell, wisdom char) etc, plus skills. percentile dice might make the most sense, with lower than the number being a success. I'd give a certain amount of ability points, and a seperate amount of skill points, so that people don't overload on one and skip the other or vice versa.
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Post by Ulfric Blacktail on Feb 27, 2014 3:20:48 GMT
I'd suggest you make a chart, that corresponds the Race Numbers to specific details. so like, "Population: 40-50(in the thousands), or Technology: 90-100 (Steampowered machinery).
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Post by Smith on Feb 27, 2014 3:27:27 GMT
Yeah that makes sense.
Magic Tech Population
What else? Fighting Culture? Or add in other things?
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Post by Ulfric Blacktail on Feb 27, 2014 3:31:42 GMT
Population: Tech: Magic: Warfare (Like Culture and Organization): Education (Same):
Note the difference between tech and education. so hypothetically, tinkering gnomes, could have high tech but low education. THey just fiddle with things. And philosopher kings could have high education, and low Tech.
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Post by Smith on Feb 27, 2014 3:39:29 GMT
Alright... that makes sense. I am trying to think of there are any other stats to be measured. I can not think of anything else currently.
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Post by Ulfric Blacktail on Feb 27, 2014 3:44:36 GMT
Wealth?
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Post by Smith on Feb 27, 2014 3:49:01 GMT
Wealth does not really translate because I do not we can really expect gold to carry over to the new world persay. I mean if you guys end up making a currency great. But the coins of the old world are not going to be any good in this.
Now maybe there is like Business acumen or something... but that does not seem like something that useful. I mean do we need a chart measuring every possible thing a culture might have.
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Post by Ulfric Blacktail on Feb 27, 2014 3:58:57 GMT
No I don't think so. I was just thinking that if they sailed here on ships, some of them may have fled with like, all their treasures and preparations, and others with merely the clothes on their backs.
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Post by Horas on Feb 27, 2014 4:01:23 GMT
This depends how big you want the actual survival part to be, but for a group arriving on untouched soil, some sort of Agriculture/Survival skill could be really useful.
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Post by Ulfric Blacktail on Feb 27, 2014 4:10:57 GMT
Well this isn't really a question of individual skills though, so much as civilizational traits or advantages. Isn't agriculture just another type of tech?
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Post by Smith on Feb 27, 2014 4:14:21 GMT
No... but there could be very important characters with just the agriculture skill. Completely useless in most games, but very desired here.
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horas
New Member
Posts: 9
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Post by horas on Feb 27, 2014 4:22:12 GMT
I guess I was looking at it as like a cultural leaning. So the ancient Mongols would put their racial points heavily into warfare, while the Chinese might invest in Population or Technology. Despite the fact that any given Chinese person in isolation is no better or worse fighter than a Mongol one, that is just the way their culture leans. I assume we won't be statting up the individual people of our groups, so knowing what they are good at as a group is helpful.
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Post by Smith on Feb 27, 2014 4:30:45 GMT
I get what you are saying Horas. And I think that will be encouraged and allowed, I guess I just don't think we need to game it up. Let people choose agriculture as a focus with out it really eating into skills. Unless they want to make themselves like the Ents.
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Post by Ulfric Blacktail on Feb 27, 2014 4:39:16 GMT
If it's a culture leanings type thing, we could add Agriculture and Trade down.
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