A few ideas:
Any hard dice are always set to DF rather than 10 (and/or) WD can be set no higher than DF.A more detailed one: use DF as a scale multiplier for Range, Capacity, and Mass. You'll have to do some math, but only once, and then you have a table you can use for the rest of the game. Plus, it makes it quick to say what the numbers are when someone inevitably goes to 11.
On Fri, Oct 25, 2013 at 2:25 PM, Longspeak Teller <longspeak.teller@gmail.com> wrote:
I'm looking for a good way to work this artifact of my old setting into the new system. Or perhaps just looking for someone to tell me to knock it off? :)--
My game is called Delta Factor. It's originally inspired by Wild Cards ages ago, later influenced by Abberant. Part of the system I originally used incorporated a stat, also called Delta Factor. The DF rated the power potential of any Delta, and ran from 0 to 10. The number has two main effects.
First and simplest, a higher number was just more powerful. All else being equal, two similar effects - say a power blast - the one with the higher DF had more raw output, and probably greater range. A higher DF flier would outrun a lower DF flier. Etc.
Second, certain powers and effects were restricted at lower levels. For example, at DF 0-2, no power could affect combat directly. Occasional creative, situation-specific uses might have an affect, but no power could be designed to attack or defend in a fight. These very low DF characters also could not take super stats. DF 0-4 could not take flying powers. Etc.
Now... I wonder if this is as easily handled with point totals. Of if perhaps I need a series of permissions to run it properly?
I thought a quick and easy way would be to make a Permission called "Delta Factor" with a cost of 2 per level, then limit the number of dice in powers to the level of DF, and incporate a few other things into each level, like restrict when hard dice, wiggle dice, stats and skills over 5, and other things might be found.
Then I thought... hey... that's not actually quick and easy. So I'm not sure. I want to represent the setting as well as I can, but I want to keep play simple, too.
Any thoughts?
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