zornwil
Sep 13th, '03, 01:46 AM
I have been musing on the notion of a singular framework with slots representing all the notions of the existing frameworks and solving a few issues along the way such as smaller point values than the reserve in ECs as well as creating a mid-point between an EC and a VPP, something more flexible than a EC but slightly less flexible than a VPP (i.e., a VPP with the same limitations as an EC).
The basic design consideration, aside from unifying frameworks, was to NOT change, as much as possible, the points balance that the current frameworks maintain. This appears largely achieved, though not precisely. Regarding ECs, the cost is within a few points. Regarding MPs, the cost should be exact. Regarding VPPs, the cost is mostly exact, but there is some fudge factor depending on how power modifiers get applied.
This is a thought. I KNOW much of it must have come from various other postings that seeped into my subconscious. Please feel free to speak up if I inadvertantly stole from you. The below is not written to the extent required for an "official" rule, though I tried to approximate the style for consistency's sake. Given it will almost certainly never be a rule, I'm not too worried about polishing it!
I am not intending, at least as of now but likely ever, to use the Unified Framework. First, I don't see a necessity - to the degree that it "unifies" the slots, it's of limited value as to do so the distinctions among the slots remain. Although there are some niceties in doing this (unified effects, better linkage among varied powers, greater flexibility, handling of smaller-than-EC-control-cost slots that link to an EC), it isn't really anything that can't be done otherwise. Related, I don't think EC or other frameworks are "broken". In fact, that was the basis for my carefulness in preserving cost parity with htis new framework. Second, I am thoroughly expecting you all to find fatal flaws and tear it down! Not that I necessarily want that, but given the expertise here, I expect it. And I expect it to be educational for me.
All that being said, I'm exploring this because I think it's "of interest". The faults in it may expose new lines of thought. The notions may prove to not be so far off - you may find other uses/advantages/tweaks. Also, perhaps by recosting or otherwise refiguring the slots, some who feel the EC or other frameworks may be able to extrapolate some sort of ideas out of this.
Unified Framework
Any collection of powers related to each other in some meaningful way, such that they either depend upon each other or some singular element, may belong to a "Unified Framework" (UF). For example, a collection of powers all stemming from a character's ability to control fire qualify for inclusion in a single UF. Similarly, a collection of spells related to the same root magic or the ability of the mage to recall so much spell-power at one time, may qualify for a UF.
The GM has ultimate say over which powers qualify for UF inclusion. It is strongly recommended that powers in a UF be clearly enough related that there is some opportunity for opponents to exploit the relationship or some other disadvantage may occur. For example, a collection of powers which derive from an archer's quiver of arrows intrinsically includes a risk that the quiver may be taken; when this occurs, the entire collection of powers is lost. In another example, a mage may have a collection of powers based on white magic; however unlikely, the possibility should exist that something may affect "all white magic" and therefore cancel all powers in the UF. For more information on such drawbacks, see "Limitations" below.
A UF consists of a "core" and one or more "slots". The core represents the essential cost and characteristics of the UF as a whole. The slots each represent a power or powers usable within the context of the UF.
Cost of a UF Core
The cost of a UF core is equal to the AP desired for the most expensive slot. Most of the time, this represents the most active points which may be simultaneously in use at any one time. However, some slots may be used simultaneously such that they exceed the AP limit; see "Flexi-Slots" below.
Buying Slots
There are several types of slots, each representing the flexibility of the power(s) usable in the slot.
Ultimate Slots
An Ultimate Slot (US) may be used to represent the AP of ANY power or any collection of powers with any special effect(s) that one desires to use in the slot at any given time. As such, it is extremely flexible. Generally, a US is used to represent the widely varying abilities of a particular broad power, such as "Spell Casting" or "Gadget Building".
The cost of a US is equal to the AP desired for that slot divided by two. The AP of that slot may never exceed the UF Core Cost. For example, Armageddon Boy has a "Chaos UF", based on his mental abilities to incite panic and fear. He wants to use up to 75 APs of power at any given time. The Core Cost would be 75. If he wants a slot in which he can put any power reasonably related to this ability, he would buy a US at 37 points (75/2 = 37 rounded).
Any collection of powers which fit the conception may be utilized in a US. For example, Armageddon Boy's US with 75 AP (37 cost) could at one time include only a 75 AP Ego Blast (Punishing Fear). At another time, it may include a 50 AP Ego Blast (Punishing Fear) and a 25 AP Mind Control (one command, "Run Away").
A US may normally be changed only out of combat, requiring between 1 Turn and 1 Phase (GM discretion according to character concept). To be able to change a VPP in combat... (insert VPP rules here). Various limitations and advantages may apply (see below).
Elemental Slot
An Elemental Slot (ES), represents any power which is intrinsically related to the Core UF such that it satisfies a number of conditions:
1 - It is automatically drained when/if any other ES are drained.
2 - (continue with normal EC qualifications - not 0 END, flavor to taste)
ES costs are a bit more complicated to determine. The cost of each slot is equal to the AP of the ES, then subtracting the AP of the ES divided by the number of ES slots in the UF, and finally dividing the entire total by two. For example, Armageddon Boy adds an ES of 60 AP, an ES of 75 AP, and an ES of 30 AP. Note that the Core Cost of his UF must not be less than 75, otherwise he could not have an ES of 75 inside the UF. There are three ESes inthe UF. Thus from the 60 AP ES is substracted 60 (the AP of the ES) divided by 3 (the number of ESes in theUF). That equals 40. The result is divided by 2, for a total of 20. Following this example
UF CC = 75
Slot AP AP-(AP/# ES slots) Divided by 2
1 (ES) 60 40 20
2 (ES) 75 50 25
3 (ES) 30 20 10
Slot Total 55
Grand Total 130
An ES' AP MAY be expanded beyond the limit of the UF by linking a power OUTSIDE the UF with that ES. Note that points outside the UF must be paid for at full normal cost. Thus if Armaggedon Boy desires ES 2 above to have 90 AP, he woudl have to purchase a full cost 15 AP power to combine from outside the UF. GMs should carefully monitor these situations, ensuring the power is not unbalancing; no outside power may be linked to a UF slot without GM permission.
Elemental Ultimate Slot
A variation on the ES slot is the "Elemental Ultimate Slot" (EUS). As implied, the EUS shares characteristics of both the US and the ES. Like the Ultimate Slot, ANY power with ANY SFX may be placed into the EUS. Unlike the US, only a single power may occupy an EUS. An EUS may not be broken out into multiple powers, however, with GM permission, an EUS MAY include a COMBINED power.
An EUS, unlike an ES, has its cost divided by 1.5 in the final step rather than 2. Following the Armaggedon Boy example, if he wanted to convert his ES slots to EUS slots:
UF CC = 75
Slot AP AP-(AP/# ES slots) divided by 1.5
1 (EUS) 60 40 27
2 (EUS) 75 50 33
3 (EUS) 30 20 13
Slot Total 73
Grand Total 148
Fixed Slot
(This functions like a normal MP fixed slot)
Flexible Slot
(This functions like a normal MP flexible slot)
Using Slots Concurently
Generally, the active AP use of all slots may not exceed the AP of the Core Cost. For example, if a character has a 75 AP UF Core with a 50 AP Ultimate Slot, a 25 AP Fixed Slot, and a 25 AP Flexible Slot, he may use the 25 AP Fixed Slot with 25 AP of the Ultimate Slot in use and the full 25 AP of the Flexible Slot. Or he may use the 25 AP Fixed Slot with all 50 AP of the Ultimate Slot active - but the Flexible Slot may not be used at all then as the total AP in use equal and may not exceed the 75 AP of the Core.
However, ES AND EUS slots *may* be used simultaneously with other ES and EUS slots even though they in total exceed the AP of the Core. Of course this assumes the character has enough END and the powers normally may function simultaneously otherwise.
Although any number of ES/EUS slots may be used simultaneously with other types of slots, their AP are REDUCED by the difference of the total AP of the Core minus all other types of slots in use. For example, Armaggedon Boy has the following UF and slots:
UF CC = 175
Slot AP Cost
1 (EUS) 60 30
2 (EUS) 75 37
3 (EUS) 30 15
4 (ES) 60 22
5 (FixS) 60 6
6 (FleS) 60 12
7 (US) 40 20
Slot Total 142
Grand Total 317
According to this, the sum of all AP of all non-ES/EUS slots equals 160. Thus Armaggedon Boy could turn on ALL non-ES/EUS slots at once. The total core cost of 175 minus the total AP of all non-ES/EUS slots equals 15 points. Armaggedon Boy may, while all other slots are turned on, use ALL of his ES/EUS slots up to 15 AP EACH - provided he has the END and there are no other innate prohibitions, either according to other rules or SFX, that would so prevent. Of course Armaggedon Boy could choose to use, for example, only his Fixed Slot at 60 AP and his Ultimate Slot at 40 AP; this leaves 75 points of AP from his Core, and thus he could use any or all of his ES/EUS slots concurrently at up to 75 AP. Given his ES/EUS slots do not exceed 75 AP, they may all be active.
Advantages and Limitations
Generally, advantages and limitations may be taken on the Core Cost IF AND ONLY IF those advantages and limitations apply to ALL slots. Because of the nature of Ultimate Slots and Elemental Ultimate Slots, it is normally inappropriate to take advantages and limitations on these. (essentially same rules as 5th) Other slots may receive power modifiers as normal.
There are situations where advantages or limitations may apply to nearly all the slots. In those situations, GMs may grant permission to take the advantages and limitations on the Core Cost at a reduced rate - typically at 1/4 less than the value of the modifier. However, circumstances will vary according to the size of slots involved and natures of powers.
Ultimate Slots may have special power modifiers applied... (insert here the normal VPP lims/advs applied to the control cost in 5th)
(Right now I'm leaving it this broad, but essentially would want to incorporate most of the text of 5th regarding this)
The basic design consideration, aside from unifying frameworks, was to NOT change, as much as possible, the points balance that the current frameworks maintain. This appears largely achieved, though not precisely. Regarding ECs, the cost is within a few points. Regarding MPs, the cost should be exact. Regarding VPPs, the cost is mostly exact, but there is some fudge factor depending on how power modifiers get applied.
This is a thought. I KNOW much of it must have come from various other postings that seeped into my subconscious. Please feel free to speak up if I inadvertantly stole from you. The below is not written to the extent required for an "official" rule, though I tried to approximate the style for consistency's sake. Given it will almost certainly never be a rule, I'm not too worried about polishing it!
I am not intending, at least as of now but likely ever, to use the Unified Framework. First, I don't see a necessity - to the degree that it "unifies" the slots, it's of limited value as to do so the distinctions among the slots remain. Although there are some niceties in doing this (unified effects, better linkage among varied powers, greater flexibility, handling of smaller-than-EC-control-cost slots that link to an EC), it isn't really anything that can't be done otherwise. Related, I don't think EC or other frameworks are "broken". In fact, that was the basis for my carefulness in preserving cost parity with htis new framework. Second, I am thoroughly expecting you all to find fatal flaws and tear it down! Not that I necessarily want that, but given the expertise here, I expect it. And I expect it to be educational for me.
All that being said, I'm exploring this because I think it's "of interest". The faults in it may expose new lines of thought. The notions may prove to not be so far off - you may find other uses/advantages/tweaks. Also, perhaps by recosting or otherwise refiguring the slots, some who feel the EC or other frameworks may be able to extrapolate some sort of ideas out of this.
Unified Framework
Any collection of powers related to each other in some meaningful way, such that they either depend upon each other or some singular element, may belong to a "Unified Framework" (UF). For example, a collection of powers all stemming from a character's ability to control fire qualify for inclusion in a single UF. Similarly, a collection of spells related to the same root magic or the ability of the mage to recall so much spell-power at one time, may qualify for a UF.
The GM has ultimate say over which powers qualify for UF inclusion. It is strongly recommended that powers in a UF be clearly enough related that there is some opportunity for opponents to exploit the relationship or some other disadvantage may occur. For example, a collection of powers which derive from an archer's quiver of arrows intrinsically includes a risk that the quiver may be taken; when this occurs, the entire collection of powers is lost. In another example, a mage may have a collection of powers based on white magic; however unlikely, the possibility should exist that something may affect "all white magic" and therefore cancel all powers in the UF. For more information on such drawbacks, see "Limitations" below.
A UF consists of a "core" and one or more "slots". The core represents the essential cost and characteristics of the UF as a whole. The slots each represent a power or powers usable within the context of the UF.
Cost of a UF Core
The cost of a UF core is equal to the AP desired for the most expensive slot. Most of the time, this represents the most active points which may be simultaneously in use at any one time. However, some slots may be used simultaneously such that they exceed the AP limit; see "Flexi-Slots" below.
Buying Slots
There are several types of slots, each representing the flexibility of the power(s) usable in the slot.
Ultimate Slots
An Ultimate Slot (US) may be used to represent the AP of ANY power or any collection of powers with any special effect(s) that one desires to use in the slot at any given time. As such, it is extremely flexible. Generally, a US is used to represent the widely varying abilities of a particular broad power, such as "Spell Casting" or "Gadget Building".
The cost of a US is equal to the AP desired for that slot divided by two. The AP of that slot may never exceed the UF Core Cost. For example, Armageddon Boy has a "Chaos UF", based on his mental abilities to incite panic and fear. He wants to use up to 75 APs of power at any given time. The Core Cost would be 75. If he wants a slot in which he can put any power reasonably related to this ability, he would buy a US at 37 points (75/2 = 37 rounded).
Any collection of powers which fit the conception may be utilized in a US. For example, Armageddon Boy's US with 75 AP (37 cost) could at one time include only a 75 AP Ego Blast (Punishing Fear). At another time, it may include a 50 AP Ego Blast (Punishing Fear) and a 25 AP Mind Control (one command, "Run Away").
A US may normally be changed only out of combat, requiring between 1 Turn and 1 Phase (GM discretion according to character concept). To be able to change a VPP in combat... (insert VPP rules here). Various limitations and advantages may apply (see below).
Elemental Slot
An Elemental Slot (ES), represents any power which is intrinsically related to the Core UF such that it satisfies a number of conditions:
1 - It is automatically drained when/if any other ES are drained.
2 - (continue with normal EC qualifications - not 0 END, flavor to taste)
ES costs are a bit more complicated to determine. The cost of each slot is equal to the AP of the ES, then subtracting the AP of the ES divided by the number of ES slots in the UF, and finally dividing the entire total by two. For example, Armageddon Boy adds an ES of 60 AP, an ES of 75 AP, and an ES of 30 AP. Note that the Core Cost of his UF must not be less than 75, otherwise he could not have an ES of 75 inside the UF. There are three ESes inthe UF. Thus from the 60 AP ES is substracted 60 (the AP of the ES) divided by 3 (the number of ESes in theUF). That equals 40. The result is divided by 2, for a total of 20. Following this example
UF CC = 75
Slot AP AP-(AP/# ES slots) Divided by 2
1 (ES) 60 40 20
2 (ES) 75 50 25
3 (ES) 30 20 10
Slot Total 55
Grand Total 130
An ES' AP MAY be expanded beyond the limit of the UF by linking a power OUTSIDE the UF with that ES. Note that points outside the UF must be paid for at full normal cost. Thus if Armaggedon Boy desires ES 2 above to have 90 AP, he woudl have to purchase a full cost 15 AP power to combine from outside the UF. GMs should carefully monitor these situations, ensuring the power is not unbalancing; no outside power may be linked to a UF slot without GM permission.
Elemental Ultimate Slot
A variation on the ES slot is the "Elemental Ultimate Slot" (EUS). As implied, the EUS shares characteristics of both the US and the ES. Like the Ultimate Slot, ANY power with ANY SFX may be placed into the EUS. Unlike the US, only a single power may occupy an EUS. An EUS may not be broken out into multiple powers, however, with GM permission, an EUS MAY include a COMBINED power.
An EUS, unlike an ES, has its cost divided by 1.5 in the final step rather than 2. Following the Armaggedon Boy example, if he wanted to convert his ES slots to EUS slots:
UF CC = 75
Slot AP AP-(AP/# ES slots) divided by 1.5
1 (EUS) 60 40 27
2 (EUS) 75 50 33
3 (EUS) 30 20 13
Slot Total 73
Grand Total 148
Fixed Slot
(This functions like a normal MP fixed slot)
Flexible Slot
(This functions like a normal MP flexible slot)
Using Slots Concurently
Generally, the active AP use of all slots may not exceed the AP of the Core Cost. For example, if a character has a 75 AP UF Core with a 50 AP Ultimate Slot, a 25 AP Fixed Slot, and a 25 AP Flexible Slot, he may use the 25 AP Fixed Slot with 25 AP of the Ultimate Slot in use and the full 25 AP of the Flexible Slot. Or he may use the 25 AP Fixed Slot with all 50 AP of the Ultimate Slot active - but the Flexible Slot may not be used at all then as the total AP in use equal and may not exceed the 75 AP of the Core.
However, ES AND EUS slots *may* be used simultaneously with other ES and EUS slots even though they in total exceed the AP of the Core. Of course this assumes the character has enough END and the powers normally may function simultaneously otherwise.
Although any number of ES/EUS slots may be used simultaneously with other types of slots, their AP are REDUCED by the difference of the total AP of the Core minus all other types of slots in use. For example, Armaggedon Boy has the following UF and slots:
UF CC = 175
Slot AP Cost
1 (EUS) 60 30
2 (EUS) 75 37
3 (EUS) 30 15
4 (ES) 60 22
5 (FixS) 60 6
6 (FleS) 60 12
7 (US) 40 20
Slot Total 142
Grand Total 317
According to this, the sum of all AP of all non-ES/EUS slots equals 160. Thus Armaggedon Boy could turn on ALL non-ES/EUS slots at once. The total core cost of 175 minus the total AP of all non-ES/EUS slots equals 15 points. Armaggedon Boy may, while all other slots are turned on, use ALL of his ES/EUS slots up to 15 AP EACH - provided he has the END and there are no other innate prohibitions, either according to other rules or SFX, that would so prevent. Of course Armaggedon Boy could choose to use, for example, only his Fixed Slot at 60 AP and his Ultimate Slot at 40 AP; this leaves 75 points of AP from his Core, and thus he could use any or all of his ES/EUS slots concurrently at up to 75 AP. Given his ES/EUS slots do not exceed 75 AP, they may all be active.
Advantages and Limitations
Generally, advantages and limitations may be taken on the Core Cost IF AND ONLY IF those advantages and limitations apply to ALL slots. Because of the nature of Ultimate Slots and Elemental Ultimate Slots, it is normally inappropriate to take advantages and limitations on these. (essentially same rules as 5th) Other slots may receive power modifiers as normal.
There are situations where advantages or limitations may apply to nearly all the slots. In those situations, GMs may grant permission to take the advantages and limitations on the Core Cost at a reduced rate - typically at 1/4 less than the value of the modifier. However, circumstances will vary according to the size of slots involved and natures of powers.
Ultimate Slots may have special power modifiers applied... (insert here the normal VPP lims/advs applied to the control cost in 5th)
(Right now I'm leaving it this broad, but essentially would want to incorporate most of the text of 5th regarding this)