Saturday, January 12, 2013

Sorting Powers

Since I posted the sample character sheet for Goran, I've been trying to sort out the chapter on Powers so that I can do a sample character that uses them. I've been struggling to organize all my ideas. I've got a lot of ideas for how different things can interact but I wasn't sure where to start. After all, there has to be a starting point before all the tweaks and adjustments. I think I've finally settled on a solution.

The base cost of a power will be based on it's duration: Instant (one quick effect that won't last into the next round), Focus (lasts as long as the caster maintains it as an action each round), and Scene (lasts for the rest of the scene). This base cost will be the basis for the target number of the casting roll and the cost to learn the power. The cost to learn the power will also be modified by a multiplier based on versatility and power compared to mundane options. In a wuxia game for example, if everyone has access to super-powered kung fu, then it doesn't matter how much the powers cost because everyone has them. On the other hand, in a fantasy setting with a mundane/magic divide, that cost is more important. If the powers are too cheap, you get D&D where casters can do anything and other characters are just along for the ride.

There are three rough categories of powers: Limited, Flexible, and Unlimited. For the sake of simplicity, this will be set according to each power source (i.e. arcane magic, super kung fu, etc.) instead and not per power. Powers can be limited in various ways. A flexible wizard who wants to blast things with fire and lightning can learn one expensive spell that can be cast as either fire or lightning; a limited wizard would have to learn two separate spells (the same Power twice with different special effects each time). There are several ways to limit powers, but I can't really make a GURPS style point break down for them. I can't say things like "requiring material components is a 5 point disadvantage" or "spells that drain the Body facet instead of the Magic facet are worth a 50% discount on cost" because the actual value of limitations like that will vary from setting to setting or campaign to campaign. I'm just going to provide the 3 categories and a list of ideas for limitations and some thoughts on their potential value in different situations. It will be up to GM in each group to decide how many limitations are needed to count as "Limited" and which limitations are actually limiting. I had already planned to include several examples of power sources to show how the generic powers could be used to represent different things. I think I'll tweak those examples to also show how powers can be limited for a given setting's tone.

When balancing powers, you need to consider not just how powerful they are, but also how powerful other options are. In a world with no ranged weapons, being able to telekinetically punch a dude is pretty useful. If everyone is carrying an AK-47, then it's not so powerful. In a primitive stone age tribe, being the shaman who can magically summon handfuls of salt makes you a handy guy to have around when it's time to make mammoth jerky, but it's hardly an overpowering ability. When your primitive stone age world is being invaded by the hyper-slug empire from space, being the guy who can magically summon handfuls of salt makes you a god on the battlefield and the savior of your planet. I can't foresee everyone's campaign for them, and I'm not going to try. I'm just going to try to make a checklist of things for GMs to consider when designing their own settings so that powers are as limited as they want them to be.

Because honestly, sometimes you want things to be overpowered. If you're running a Star Wars game set during the original trilogy, the Force is fairly understated: a little telekinesis, some telepathy, and a lot of intuition. You don't need a lot of powerful abilities and a blaster at your side is just as good. If you're playing in a setting like the prequel trilogy or the video games, you'll want the Jedi to be over the top and you don't want them to break a sweat when they use their powers in extreme ways.

After taking my latest thoughts about scale and using Facets to fuel powers into account, I can see that some of the powers are really redundant. Some are no longer needed as separate powers because they can be modeled as one power on different scales; some are redundant because they refer to the old preliminary damage system that I had penciled in back when I started working on the system (before I decided on using Facets). For example, "Bolt" is just "Strike" with range; "Blast" is just a scaled up "Bolt"; and, "Energy Drain" is just a "Blast" that targets a different Facet. I think I can easily shorten the list of Powers, which is good because it still looks a little long to me.