Help needed for designing rules for concepts.

8 posts / 0 new
Last post
Narfi Ref's picture
Offline
Namer
Joined: 2004-09-09
Help needed for designing rules for concepts.

Recently I uploaded my write up for the Sect I thought up, the Etchers of the Mark. I have several ideas for Feats/House Rules/Prestige Classes for the Sect, and would like to develop them and add them to the site. The problem is that I have no actual playing experience with 3.0/3.5. Would anyone care to help me with suggestions on how to ballance the ideas that I have to make them suitable for play?

Gerzel's picture
Offline
factotums
Joined: 2004-05-10
Re: Help needed for designing rules for concepts.

"Narfi Ref" wrote:
Recently I uploaded my write up for the Sect I thought up, the Etchers of the Mark. I have several ideas for Feats/House Rules/Prestige Classes for the Sect, and would like to develop them and add them to the site. The problem is that I have no actual playing experience with 3.0/3.5. Would anyone care to help me with suggestions on how to ballance the ideas that I have to make them suitable for play?

Sure. Would be glad to but brain is fried at the momment.

Narfi Ref's picture
Offline
Namer
Joined: 2004-09-09
Help needed for designing rules for concepts.

Well, to start off with, I need to work on the Reputation point system. The Reputation Point system is crucial for gaugeing the success of a member of the Etchers of the Mark, and the stat plays a role in most of the Sect Feats and PrCs I'm developing.
I basically need to give a bit of a variation of the Event-Based Reputation system as presented in Unearthed Arcana. If you don't have it, I'll boil it down for you.
After completeing an adventure a character generaly gets 0,1/2, or 1 RP. If the outcome of the adventure affected and got the attention of a city, he/she gets one point; if a smaller community, half a point; if very few/ no people, 0 points. (The book breaks down the random story-hook chart by RP award to show examples.) When encountering a new person, a bonus or penalty is given to the reaction roll/ social skill roll, depending on how the npc would view the character.
Thankfully this is pretty simple. Unfortunately, I need to muck this up a bit by adding additional ways to gain reputation, primarily performance and crafting/magic item creation.
My thoughts for performance were to keep track of total tips recieved for performance. Whenever this amount exceeds r^2*1000 gp + 1000 gp, where r is equal to the character's current RP score, the character gains 1/2 a Reputation Point.
If this were used for producers of goods however, an artisan's reputation would skyrocket.
Any ideas?

Gerzel's picture
Offline
factotums
Joined: 2004-05-10
Help needed for designing rules for concepts.

"Narfi Ref" wrote:
Well, to start off with, I need to work on the Reputation point system. The Reputation Point system is crucial for gaugeing the success of a member of the Etchers of the Mark, and the stat plays a role in most of the Sect Feats and PrCs I'm developing. Any ideas?
Well no other faction uses a points system and I'd think that most systems would be rather cumbersome. In any case it would be another box on a character sheet. Now I would rather recommend instead of a points system going for a series of feats and classes that emphasize leadership and the fame of a character.

The reasons for this are for starters as I said before another points system might be cumbersome, two if it is standardized then the things might become cliché because if you put points onto something then you have to figure out how many points any act is worth, furthermore most of the time a good deal of fame is gained from word of mouth in a particular area so you might get someone with 30000 points in one place but be unheard of elsewhere what do you do then?

A series of feats focusing on a character gaining fame and prestige would be more to the point. After all a good deal of why people gain fame is because they are unique and have a particularly memorable style. Thus for spellcasters you'd focus on methods to make their spells memorable, for fighters you'd focus on not just fighting but looking good. Also bards never hurt. After all if you're going to make a splash having your name sung out is never a bad thing.

The drawbacks that might arise from this faction is that they would be perceived as being overblown. That too can be used in some cases but is also best left to the gm to roleplay.

Clueless's picture
Offline
Webmonkey
Joined: 2008-06-30
Help needed for designing rules for concepts.

The reputation system sounds somewhat simular to Marvel Super Heros - Classic, and their karma system.

That was based on the idea that what you did affected how others saw you and could riase or lower your karma (spent much like experience). Now, normally I'd say no problem with this - but in the process of assigning numbers to things they had some troubles.

For example - a hero on his way to a charity ball with a big check to deliver... if he saw a bank robbery in progress along the way with the side of thebuilding blown out... would get more experience by Continuing to the ball than by stopping to help. (Property damage costs karma even if done by the badguy.)

So there's some stumbling blocks to avoid certainly... but could be an interesting system to design.

The question is, what do those points really *do* for you?

edobrzel's picture
Offline
Namer
Joined: 2003-11-22
Help needed for designing rules for concepts.

"Gerzel" wrote:
most of the time a good deal of fame is gained from word of mouth in a particular area so you might get someone with 30000 points in one place but be unheard of elsewhere what do you do then?

That's one of the confusions/beefs I've always had with the Knowledge (local) skill. "Local" where? If you go somewhere else, do you not get to use the skill?

Anyway, I agree that the point system can get tricky. Another box and another mechanic. Prestige classes are good. You can always give bonus feats and restrict them to specialized feats. Make some feats that are specialized (like Rogues after 10th level, Monks, etc.) To be honest, I'm not familiar with Etchers, so I can't give good examples.

You will still have the problem of reputation following/preceding someone. Maybe your bonus is halved or -10 (min zero), or maybe once you spend a certain amount of time in a location your reputation catches up with your maximum from the old locale. Just some ideas.

Narfi Ref's picture
Offline
Namer
Joined: 2004-09-09
Help needed for designing rules for concepts.

First off, I forgot to do so in my last post, but will rectify this now. Thank you all for taking time to work with me on this. When I finally get around to posting more of my work I will make sure to acknowledge those of you who help me with this. Now, onto some of your points.

"edobrzel" wrote:
"Gerzel" wrote:
most of the time a good deal of fame is gained from word of mouth in a particular area so you might get someone with 30000 points in one place but be unheard of elsewhere what do you do then?

That's one of the confusions/beefs I've always had with the Knowledge (local) skill. "Local" where? If you go somewhere else, do you not get to use the skill?

Actually, that's part that I left out. In UA it give the example of someone from the Prime that is a new arrival in Sigil. Since no one in Sigil would have heard of the character, he does not gain the benefit of his Reputation. However, once he does something to gain at least 1/2 a Reputation Point, it argues, some people in Sigil would look into the character's background enabling him to get full use of his Reputation score. This goes for going to any new area. I was going to count any plane, demiplane, or Prime world as different areas, and even allow the DM to rule that even smaller divisions might count.

Quote:
The question is, what do those points really *do* for you?

Well, aside from bonuses/penalties to reactions, I was going to make feats and PrC powers that give a Gloryhound a scaling amount of power directly related to his Reputation.

Quote:
To be honest, I'm not familiar with Etchers, so I can't give good examples.

I recently uploaded my write up of the Sect to the site. As of the time of this post, it can still be seen in the "New Articles" side bar on the home page and the message boards. Otherwise it can be found in the Factions & Sects section of Planar Portals.

Quote:
A series of feats focusing on a character gaining fame and prestige would be more to the point. After all a good deal of why people gain fame is because they are unique and have a particularly memorable style. Thus for spellcasters you'd focus on methods to make their spells memorable, for fighters you'd focus on not just fighting but looking good. Also bards never hurt. After all if you're going to make a splash having your name sung out is never a bad thing.

Rest assured, these are all things I've be working on. One thing I've been thinking of is a feat progression that allows a Gloryhound to choose an item that is particularly associated with him and allow it to count as a magic item while in his possesion, but give the character negative levels if the item is too far from him, or in anothers possesion. I was going to make this a progression so that after a few feats, it could become an incredibly powerful item. I was also going to make both level and reputation requirements for these feats.

I also intended to make a "trademark" feat that would allow adventurers/performers/crafters to personalize moves/abilities/styles/works so as to be more recognizable. Needless to say, I have no idea of how to give a game mechanic benefit for this.

And as for bards, I've got that covered. Bards factor heavily into the Sect as can be seen by its founder. I have also started work on my first prestige class which is for good alligned adventurers, and is based on the Warrior Poets of the viking age, with a secondary focus on inspiring others and spreading the fame of other heroes. It basically gives Bardic Knowledge, some of the Bardic Music powers, and bonus feats from the sect feat list, the fighter feat list, and a few miscellaneous feats.

Gerzel's picture
Offline
factotums
Joined: 2004-05-10
Help needed for designing rules for concepts.

"edobrzel" wrote:
"Gerzel" wrote:
most of the time a good deal of fame is gained from word of mouth in a particular area so you might get someone with 30000 points in one place but be unheard of elsewhere what do you do then?

That's one of the confusions/beefs I've always had with the Knowledge (local) skill. "Local" where? If you go somewhere else, do you not get to use the skill?

Actually those are assumed subheadings. Technically when you take knowledge local your supposed to say which locality. Thus there is a difference between the skill Knowledge (Sigil) which would give general layout of the city, history ect. and Knowledge (Local: Sigil) which would give streets alleyways and ways to navigate. KNow local is ussually for when your walking around. Or you might have those two as one single skill. Depends on gm. Also remember the smaller the locality the more you know. Thus while theoretically knowledge (the Planes) can help you find your way around sigil, knowlege (sigil) will definatly do it and if you want to find a particular bar in a ward Knowledge (local: lady's ward) will tell you were that bar is and how many patronns it gets in a good night.

Another thing is that local is not only local in space but in time. Knowledge local from 100 years ago in most human communities woln't help you much.

Does that help?

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.