Showing posts with label training points. Show all posts
Showing posts with label training points. Show all posts

Thursday, 21 July 2011

Who Watches the Watchers?

The OSRPG character sheet, that's who.

Oh, sorry.

I am the Warden!!

Tomorrow is the next playtest for the Optional System and while I had originally planned to start the converted D&D-OSRPG campaign, we've altered the plans due to a player's GenCon attendance. (If you happen to be sitting down to a little Sword Noir, tell Fraser that Fish said shoot 'em in the foot.) Instead, we'll be picking up where another OSRPG playtest took off and I couldn't help but reward my loyal quartet of followers with a preview of where it's all headed.


Wednesday, 20 July 2011

Absolute Power!

I am the Warden!!

I have a line stuck in my head from a favourite Canadian stand-up, Joey Elias, about dinner at the Lindros home. You know, Eric Lindros. Hockey? He had something like 10 concussions? For those of you who mock my sports metaphor, just stick with me on this. He talks about how engaging the dinner conversation must be.

"I like soup! What about you, do you like soup?"

You know what? I like soup! It's good to keep things simple and reliable. Fantasy gamers like soup too. It's simple, it's tasty, and it keeps you warm on a cold blustery day. Just like powers. How's that for a segway?

Whether they be mystical, scientific, nuclear, granted by the gods, or endowed as the result of a freak accident, powers represent that generic category of wizards, superheroes, and sci-fi enhancements. Without these powers, our characters are just a bunch of well-trained fighters. (Not that there's anything wrong with that.) They allow us to fly, blast through walls, set people on fire with just a thought, summon a bolt of lightning, dominate a weak-willed creature, and any other infinite concept imaginable. Powers are what make these games fun.

Friday, 8 July 2011

Dice, Dice, Dice

I am the Warden!!

Before I get started, a little inter-personalizing conversation. Apologies to the both of you (Hey, I have no delusions at this stage. The ENnie nominations just came out and I'm feeling a little "glass half empty" today...) for the lack of posts, but it's Medical Week here on Oprah. Luckily, the only thing I've been poked with is an acupuncture needle. And with an extra half-hour on the schedule before my last appointment (I'm getting hooked up to a lie detector to measure my stress), it's time to tell you about dice groups.

Too Much?
When I first set out to create a new system, there was no intention of making a dice pool game. In a sense, I still don't consider this a dice pool, but there's definitely the option to do so. In spades.

The Optional System provides players with up to 4 types of dice known as dice groups, each one consisting of a particular die type for maximum application. By restricting a certain die (such as a d6) to a particular dice group, you'll always be able to separate your trained dice (d6s) from your circumstance dice (d10s). Let's take a look, shall we?