Phoenix - Skill Mechanism
Alex Koponen
akoponen at MOSQUITONET.COM
Fri Oct 17 21:20:46 CEST 2003
RE: Phoenix - Skill MechanismAye, translating the skills is a problem. I was thinking that:
Sufficient resources (example: well equipped shop) could modify EL by up to ?.
Might actually be a multiplier. The well equipped shop being x4 or x5. Other skills having similar multipliers. A musician might get a combined total of x4 for having learned appropriate melodies (x1) and having a good, though not excellent instrument (x3). Trailing could have visibility and crowd modifiers, good visibility might grant a x1, empty streets no modifier, crowded street up to x3. Changeable disguises might grant a x1 or x2. Herbalist would get modifiers based on plant availability and season (a herbal garden granting up to x5 in season), perhaps a x1 bonus if have shop for preparing and storing medicines.
It would probably take rewriting each skill in order to show the appropriate bonuses available. Magic could increase the bonuses.
----- Original Message -----
From: Choinski, Burton
To: POWERS-AND-PERILS at geo000.CITG.TUDELFT.NL
Sent: Friday, October 17, 2003 9:18 AM
Subject: Re: Phoenix - Skill Mechanism
|| One possibility for a combat/magic/skill mechanism for P&P
|| is to use the
|| Combat Table.
|| OCV-DCV or MEL-? or 0 plus or minus situational modifiers
|| (particularly
|| time) determines which line to use. Note that many skills (example
|| musician) do not allow extra time.
Problem is, the effect of EL in combat is nearly minimal (EL x 2 subtracted from roll) as compared to the "other" skills (usually EL x 10 for most skills, with others at a percentile level.
Remember 'EL 4' in a weapon is supposedly the same as a EL 40 skill (if "or 80"). If you go from EL5 to EL5 in a weapon you see a gain of 2% in combat, where as other skills see a 10% gain.
Burton Choinski
|| An incompletely worked up thought re skill mechanism is:
||
|| One possibility for a combat/magic/skill mechanism for P&P
|| is to use the
|| Combat Table.
|| OCV-DCV or MEL-? or 0 plus or minus situational modifiers
|| (particularly
|| time) determines which line to use. Note that many skills (example
|| musician) do not allow extra time.
||
|| The roll is then modified by:
|| - offensive EL, + defensive EL
|| or
|| - magic spell EL, + defensive MDV
|| or
|| - skill EL, + Cost to Learn (if unlearned).
||
|| All skills (except Carrying) would use (abilities) / (5 x #
|| of abilities).
|| This might even apply to spell skills with formula of (Prime
|| Requisite +
|| MEL)/10 for max.*
|| Sufficient resources (example: well equipped shop) could
|| modify EL by up
|| to ?.
||
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