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Thread: More Powers
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08-13-2003, 08:07 AM #1
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I've been skimming the initial release of the d20 Birthright (which does look pretty damn good by the way) and it appears that while there have been some new bloodline powers added (possibly from sources I don't own) there still aren't enough for my tastes. I believe that variety is the key to longevity in an RPG and as such I was wondering if there were any plans to expand the bloodline powers list? If not, would you consider doing so? The new D&D is all about the options right? Am I alone in this line of thinking?
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08-13-2003, 01:09 PM #2
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Originally posted by Cinder@Aug 13 2003, 03:07 AM
I've been skimming the initial release of the d20 Birthright (which does look pretty damn good by the way) and it appears that while there have been some new bloodline powers added (possibly from sources I don't own) there still aren't enough for my tastes. I believe that variety is the key to longevity in an RPG and as such I was wondering if there were any plans to expand the bloodline powers list? If not, would you consider doing so? The new D&D is all about the options right? Am I alone in this line of thinking?
There seemed to have been an error in the fact that endurance was added when it shouldn't have been since it wasn't one of the abilities listed.
The answer is no there are no plans to add any additional abilites to the "core" BRCS book. There are presently some guidelines for how a DM can create new ones if he wishes, but generally this is not a good idea, and if done there should be some sort of history as to why the "new" ability was discovered. A blood ability is not like a spell that can be researched it was something passed on from the deceased gods. That is why the words were written the way they were in the BRCS-playtest to discourage people from treating blood abilities like spells in this manner.Duane Eggert
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08-13-2003, 02:03 PM #3
blem with adding new blood abilities under the right
conditions. There are a couple of things to keep in mind when doing so,
though, that should probably be mentioned.
First, what is the role of the new blood ability? Where does it fit into
the portfolio/sphere/emphasis of the god whose derivation it will be
associated? What aspect of the god (or of general godly powers) does it
convey?
Second, (and this one is probably more important) what will the actual game
mechanical effects of the power be? In 3e+ we have a lot more actual rules
for effects. Damage reduction is much more articulated, the ability scores
have broader effects, skills outlined, etc. What will the actual game
mechanical effects of the power be? Having spent a lot of time writing up
the Bloodline Point document a while back it felt like I had just about
exhausted every possible permutation of the rules to reflect the
differences and scales of various blood abilities. I didn`t, of
course. It just felt like it after the somewhat brain wringing exercise of
writing up that system. However, it is possible to get to write up a blood
ability that doesn`t vary much from existing ones, and that`s not
particularly worthwhile. (Plug: A system of BP handles such things much
better since it allows for changes and additions to the existing blood
abilities, making them of practically endless variation.)
Third, one should try to make an attempt to balance the powers` effects
against existing ones. This is one of the things the original rules didn`t
do very well, I`m afraid. Many of the powers at various strengths (minor,
major, great) were more than a little questionable as far as being balanced
against one another is concerned.
Last, one should dedicate some sort of thought to the issue of whether the
blood ability should be available to players. If it is, then it`s the kind
of thing that one wouldn`t want to introduce after character generation has
been done. Players might feel ripped off by running into characters who
have powers that should be available to them, but that they missed out on
due to the tardiness of the DM.
Did you have any particular blood abilities in mind?
Gary
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08-13-2003, 03:26 PM #4
offers bloodline feats for sorcerers. Many of them
could easily be blood abilities.
Kenneth Gauck
kgauck@mchsi.com
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08-13-2003, 11:39 PM #5
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The answer is no there are no plans to add any additional abilites to the "core" BRCS book. There are presently some guidelines for how a DM can create new ones if he wishes, but generally this is not a good idea, and if done there should be some sort of history as to why the "new" ability was discovered. A blood ability is not like a spell that can be researched it was something passed on from the deceased gods. That is why the words were written the way they were in the BRCS-playtest to discourage people from treating blood abilities like spells in this manner.Jan E. Juvstad.
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08-13-2003, 11:51 PM #6
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Well let's see,
There are presently some guidelines for how a DM can create new ones if he wishes, but generally this is not a good idea, and if done there should be some sort of history as to why the "new" ability was discovered.
A blood ability is not like a spell that can be researched it was something passed on from the deceased gods. That is why the words were written the way they were in the BRCS-playtest to discourage people from treating blood abilities like spells in this manner.
First, what is the role of the new blood ability? Where does it fit into the portfolio/sphere/emphasis of the god whose derivation it will be associated? What aspect of the god (or of general godly powers) does it convey?
Second, (and this one is probably more important) what will the actual game mechanical effects of the power be? In 3e+ we have a lot more actual rules for effects. Damage reduction is much more articulated, the ability scores have broader effects, skills outlined, etc.
Third, one should try to make an attempt to balance the powers` effects against existing ones. This is one of the things the original rules didn`t
do very well, I`m afraid. Many of the powers at various strengths (minor,
major, great) were more than a little questionable as far as being balanced
against one another is concerned.
Last, one should dedicate some sort of thought to the issue of whether the blood ability should be available to players. If it is, then it`s the kind of thing that one wouldn`t want to introduce after character generation has been done. Players might feel ripped off by running into characters who
have powers that should be available to them, but that they missed out on
due to the tardiness of the DM.
Did you have any particular blood abilities in mind?
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08-14-2003, 12:18 PM #7
3 +0200, Cinder wrote:
>Last, one should dedicate some sort of thought to the issue of
>whether the blood ability should be available to players. If it is, then
>it`s the kind of thing that one wouldn`t want to introduce after character
>generation has been done. Players might feel ripped off by running into
>characters who
>have powers that should be available to them, but that they missed out on
>due to the tardiness of the DM.
>Again I agree with this thinking. Are there any existing powers that
>are/should be restricted from the PCs?
There are a few that might not be particularly appropriate. Most notably,
the powers of awnsheghlien if given to players would pretty dramatically
determine the nature of the campaign, as could several of the powers of
Azrai, for that matter. Ersheghlien are slightly less trouble, but still
heavily influence the campaign in a way that the DM may want to avoid.
>Did you have any particular blood abilities in mind?
> Actually I do. In my current Birthright game I`m running I have an
> assassin working against the crown (i.e. the PCs). He has a particular
> ability I call Shadow Jaunt. It functions as the spell Dimension Door
> with a few modifications. The spell only "doors" between
> places shrouded in shadows and has a range of short (25ft + 5ft/2
> levels). The power can only be used once per day. I consider this a
> major power. This is a power only associated with Azrai
> derivations. It`s minorly associated with the shadow realm and it isn`t
> as potent as the travel abilities. I think it`s a nice inbetween power
> that`s functional without being too good. Any thoughts or comments?
You might want to consider attaching it to Azrai`s version of the Travel
blood ability as a major version of that power. One of the things that`s
always annoyed me about the blood abilities is that many of them are only
available at high or low strengths, making the process of character
generation a bit of a pain in the backside. Expanding the blood abilities
into versions for all three levels of power would help eliminate that
issue. Making it part of the Travel blood ability will also let it fit
into existing abilities in a way that will avoid some of the "new ability"
issues.
I generally like tying blood ability effects to the strength of the
bloodline (tainted, minor, major, great, true) or blood ability itself
(minor, major, great) rather than character level since I see the two
aspects of character class as interacting, but fundamentally different and
divorced from one another, so I`d make the range 25 feet + 5 feet/bloodline
strength category rather than character level.
A great version of the ability (if you want to keep is separate from the
Travel blood ability) might allow for greater range and/or more uses per
day. A minor version of the power (whether attached to Travel or not)
might give the character a dodge bonus to AC while in shadows and hide
checks while in shadows.
>As for other powers, just look at the powers archived on this
>website. Granted some of these might not be appropriate, but some are
>pretty dang good ideas (Summon Woodland Animal, Augmented Magic). They
>need some tweeking, and that`s ok, everything does. The powers included
>in the game (and its supplements) are far from all-inclusive. Why not add
>variety, especially when its one of the special aspects of the
>setting? Thanks for reading!
I don`t object to adding new blood abilities. There are a few things to
keep in mind when adding them, but if those are taken into consideration
new blood abilities are fine.
In fact, I think the whole bloodline system should be expanded to include
things like skills, feats and prestige classes none of which really existed
before 3e/D20. Such things can be used to reflect several aspects of the
bloodline system and should IMO be incorporated into any update of the
setting. When it comes to blood abilities themselves, I prefer an entirely
different system of handling blood abilities using a point system, and
several customization effects for the abilities rather than the somewhat
inflexible original system or the updated version.
Gary
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08-14-2003, 12:36 PM #8
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There are a few that might not be particularly appropriate. Most notably,
the powers of awnsheghlien if given to players would pretty dramatically
determine the nature of the campaign, as could several of the powers of
Azrai, for that matter. Ersheghlien are slightly less trouble, but still
heavily influence the campaign in a way that the DM may want to avoid.Jan E. Juvstad.
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08-14-2003, 01:16 PM #9
3 +0200, Mark_Aurel wrote:
>There are a few that might not be particularly appropriate. Most
> notably,
> the powers of awnsheghlien if given to players would pretty dramatically
> determine the nature of the campaign, as could several of the powers of
> Azrai, for that matter. Ersheghlien are slightly less trouble, but still
> heavily influence the campaign in a way that the DM may want to
> avoid.
> Which is part of the reason why the abilities that awnsheghlien and
> ehrsheghlien develop are considered monster abilities, not blood
> abilities. They`re still available to PCs, only that it requires PCs to
> take monster levels in order to develop them, which should be balanced
> overall, if done right.
It wasn`t balance I was addressing, but the appropriateness of such
abilities for PCs. Things can be balanced game mechanically (and should be
if one is going to maintain the EL, ECL and CR system of 3e) but a campaign
that contains PC awnsheighlien is likely going to go a particular direction
which the DM may not want to deal with. It`s a bit more difficult to find
or develop adventures for such PCs, so the DM should take that into
consideration before allowing players to have access to those powers.
Gary
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08-14-2003, 02:44 PM #10
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Originally posted by geeman@Aug 14 2003, 08:16 AM
It wasn`t balance I was addressing, but the appropriateness of such
abilities for PCs. Things can be balanced game mechanically (and should be
if one is going to maintain the EL, ECL and CR system of 3e) but a campaign
that contains PC awnsheighlien is likely going to go a particular direction
which the DM may not want to deal with. It`s a bit more difficult to find
or develop adventures for such PCs, so the DM should take that into
consideration before allowing players to have access to those powers.
Gary
Again, both of those are options that DM can invoke or not, same as monster levels.
Just because a method is presented in the BRCS doesn't mean that a DM has to allow his players access to it, just like prestige classes it is totally up to the DM. Now once a DM allows it then the mechanics (e.g., advancement and abilities chosen, etc. fall more under the player's control)Duane Eggert
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