PDA

View Full Version : VPP: Unique Skill For Every Power?



Brokenland
Mar 1st, '05, 12:01 PM
I'm hoping for some input on the level of disadvantage it would be to require a unique skill for every power used out of a VPP. This would seem like a good solution for magic. The specific structure would be that every "spell, combination of power/advantage/disadvantage/special effect, would have a unique skill for that combination and only that combination.

Possibly with complimentary skills. i.e. "Fireball" skill having a complimentary skill, KS: Fire Magic?

(This might seem convoluted but magic in the Hero System has never worked right for me.)

Chuk
Mar 1st, '05, 12:17 PM
I've done a similar thing -- PCs still had a Magic Skill, but needed a 1 pt familiarity with any power. Seemed to work all right, I didn't really use it a lot though.

OddHat
Mar 1st, '05, 12:25 PM
Works fine, but at that point you might a well just go with a multipower, with the Power skill to allow special one time only tricks.

sbarron
Mar 1st, '05, 12:31 PM
I wouldn't worry about putting a limit on it. Putting a limit on magic that is system wide just tends to complicate things. If that is how you want your magic system to work, just have it work that way.

Brokenland
Mar 1st, '05, 12:59 PM
A multipower is too costly and the "feel" is wrong anyway. One difficulty I have with the magic systems I've looked at is that they are too limited. If I may put it this way, there is a difference between "style of magic limitations" and "limitation of diversity of effects". (I know I am being criminally abstract...) How about this... there should be limitations that have to do with the difference between the way a shaman does magic and the way a sorcerer does magic. But eventually there comes a level of skill such that any effect is doable. Converting a MP to a VPP I don’t like. Converting the system I’m describing to a more conventional VPP would be consistent with my notion of how magic should be handled.

OddHat
Mar 1st, '05, 01:04 PM
A multipower is too costly and the "feel" is wrong anyway.

If you force players to buy a skill for each and every spell they know, then a MP with Variable Limitations (to reflect the limits on the spells inside) is probably going to be cheaper than a VPP with the same active point cap.

Post the math if you're thinking about it differently.

Brokenland
Mar 1st, '05, 01:20 PM
The only power modifier that I would think of as global would be the limitation "Each Power Requires A Unique Skill (-?)" applied to the control cost of a VPP. I'm undecided on what that ? should be so I can't post the math. I might be biased in thinking (-1 1/2) or that might not be enough.

keithcurtis
Mar 1st, '05, 01:29 PM
I've done a similar thing -- PCs still had a Magic Skill, but needed a 1 pt familiarity with any power. Seemed to work all right, I didn't really use it a lot though.
This is the system we use for our FTF Fantasy Hero game. It seems to work fairly well. The size of the VPP indicates raw power, the magic skill (5 categories) determines the skill of the caster, and the single points used for individual spells models the repertoire.
The system is on the Hero boards in the OLD Digital Hero archives.

For the online Harry Potter game I run, spells are just skills. The power of the spell itself is free of cost; it's treated like equipment.
The GM controls which spells the character has learned, and there is a system whereby progression of the skill level is controlled. The rules may be found <a href="http://home.comcast.net/~TheGM/TSE/HogwartsMagic.html">here</a>.

Keith "Poof!" Curtis

Brokenland
Mar 1st, '05, 01:35 PM
I like your system. Especially wands adding to the skill roll.