#1
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Alternative Character Generation System
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? |
#2
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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.
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#3
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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. |
#4
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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%.
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#5
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#6
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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. |
#7
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