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Mahatatain
04-25-2010, 05:11 PM
I'm currently re-working the v2.2 character generation system to be based on a points system (as well as tweaking the skill list and adding "Resolve" as a stat) and the stumbling block I've come across is how to decide on a character's Initiative score.

Has anyone ever done this before, i.e. create a points based character generation system for T2k based on v2.2? If so then how did you work out a character's Initiative?

One thought I've had is to actually to make it a skill rather than a stat and to allow PCs to develop it over time. That probably requires a different initiative system however. Has anyone considered this?

pmulcahy11b
04-25-2010, 06:17 PM
I haven't used initiative like a skill per se, but I used to allow it to be improved using experience points like a skill, using the standard experience point system. Only actual fights count towards initiative for experience points, however.

leonpoi
04-25-2010, 06:57 PM
I'm currently re-working the v2.2 character generation system to be based on a points system (as well as tweaking the skill list and adding "Resolve" as a stat) and the stumbling block I've come across is how to decide on a character's Initiative score.

Has anyone ever done this before, i.e. create a points based character generation system for T2k based on v2.2? If so then how did you work out a character's Initiative?

One thought I've had is to actually to make it a skill rather than a stat and to allow PCs to develop it over time. That probably requires a different initiative system however. Has anyone considered this?

Does your point system include defining the careers etc by some cost in points? I know that in 2.2 morale roles are based on Initiative so you could partially base Initiative on resolve, or at least make the cost of initiative a function of resolve. Not sure though. I'd make it more expensive than skills because it makes a pretty big difference.

In spec. ops there is an optional rule for Initiative cost to increase as value squared rather than value (as is the case for increasing skills), so whatever system you have for skills you could use the same method but square the cost. That way you'd have init 2 and 3 characters without many veterans.

Targan
04-26-2010, 02:42 AM
One thought I've had is to actually to make it a skill rather than a stat and to allow PCs to develop it over time. That probably requires a different initiative system however. Has anyone considered this?

Been doing that for 20 years. Harnmaster/Gunmaster treats Initiative as a skill, although its initial level is worked out a bit differently to other skills. Skills in Harnmaster/Gunmaster are percentiles. Initial Initiative = Endurance + Dexterity + Agility + Speed + Will. The Skill Base for Initiative is initial Initiative / 5. To determine whether Initiative (or any other skill) improves when a skill check is received you have to roll under (on a d100) theoretical maximum skill level - current skill level. Theoretical max skill level = (Skill Base x 5) + 25%.

Adm.Lee
04-26-2010, 01:16 PM
In spec. ops there is an optional rule for Initiative cost to increase as value squared rather than value (as is the case for increasing skills), so whatever system you have for skills you could use the same method but square the cost. That way you'd have init 2 and 3 characters without many veterans.

I remember adopting something like this, as characters in my Merc game got their Initiatives up to really high as we played on. They got really cocky eventually.

Mahatatain
04-27-2010, 11:43 AM
Does your point system include defining the careers etc by some cost in points? I know that in 2.2 morale roles are based on Initiative so you could partially base Initiative on resolve, or at least make the cost of initiative a function of resolve. Not sure though. I'd make it more expensive than skills because it makes a pretty big difference.

In spec. ops there is an optional rule for Initiative cost to increase as value squared rather than value (as is the case for increasing skills), so whatever system you have for skills you could use the same method but square the cost. That way you'd have init 2 and 3 characters without many veterans.

The points based character generation system I'm working on totally abandons careers and therefore requires players to specify what their character has been doing (either in the military or in civilian life). The rule of thumb I use is requiring them to have a justification for any skill they have purchased.

Therefore the system is essentially a set number of points to distribute amongst skills as the player sees fit. What I'm tinkering with is exactly what skills are included and how many points they get to spend.

My current thought is to add two special skills that would be more expensive to buy (in terms of points) and develop (in terms of XP). These skills would be:
- Coolness under fire - essentially a "courage" skill
- Combat Reactions - essentially an "initiative" skill

I would probably put upper level caps on these skills for character generation as well.

leonpoi
04-27-2010, 03:42 PM
The points based character generation system I'm working on totally abandons careers and therefore requires players to specify what their character has been doing (either in the military or in civilian life). The rule of thumb I use is requiring them to have a justification for any skill they have purchased.

Therefore the system is essentially a set number of points to distribute amongst skills as the player sees fit. What I'm tinkering with is exactly what skills are included and how many points they get to spend.

My current thought is to add two special skills that would be more expensive to buy (in terms of points) and develop (in terms of XP). These skills would be:
- Coolness under fire - essentially a "courage" skill
- Combat Reactions - essentially an "initiative" skill

I would probably put upper level caps on these skills for character generation as well.

Sounds like tw2013. Have a quick look at the quickstart character point system for tw2013 (I think one exists, though I might be wrong).