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	<title>Nira</title>
	
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		<title>Offering Two Options for Character Creation Stats</title>
		<link>http://www.michellejnorton.com/fantasy/offering-two-options-for-character-creation-stats/</link>
		<comments>http://www.michellejnorton.com/fantasy/offering-two-options-for-character-creation-stats/#comments</comments>
		<pubDate>Wed, 13 Jul 2011 22:08:40 +0000</pubDate>
		<dc:creator>Michelle</dc:creator>
				<category><![CDATA[Basic Rules]]></category>
		<category><![CDATA[Building Blocks]]></category>
		<category><![CDATA[Character Creation]]></category>
		<category><![CDATA[character creation]]></category>
		<category><![CDATA[stats]]></category>

		<guid isPermaLink="false">http://www.michellejnorton.com/fantasy/?p=26</guid>
		<description><![CDATA[I envision character creation in three steps. Main stats, skills and other junk, then background. It may sound flippant however; I pretty much categorized all RPGs this way. Of course, I always think D&#38;D when I hear RPG anyway. I relate everything back to these simple building blocks that for most games, are not simple [...]]]></description>
			<content:encoded><![CDATA[<p>I envision character creation in three steps. Main stats, skills and other junk, then background. It may sound flippant however; I pretty much categorized all RPGs this way. Of course, I always think D&amp;D when I hear RPG anyway. I relate everything back to these simple building blocks that for most games, are not simple at all.</p>
<p>It&#8217;s been a few months since my last post. As a pet project, I only have so much time to put into it, but I am plugging away.</p>
<p>So let&#8217;s think about Stats now. For most of the games I play, stats are numbers that define basic attributes of a player character. Things like physical, mental and social ability are measured by these stats. Later skills and some type of extra ability augment them in both negative and positive ways.</p>
<p>I&#8217;ve already stated that I&#8217;m sticking to dice stats.</p>
<p>I like my games to be deadly. There is nothing to strive for if death equals a quick trip to the local church can. Stats have to mean something. In Coretex, the base is a d6. Above that and you have above human strength, below that and you are weak. Considering the feats I see happen in my home games and in con games I think this is a little high.</p>
<p>So base d4.</p>
<p>What stats to use?</p>
<ul>
<li>Strength – Physical Prowess</li>
<li>Agility – Speed and balance in Movement</li>
<li>Intelligence – Mental Prowess</li>
<li>Stubbornness – Mental Will</li>
<li>Alertness  – ability to notice what is around you</li>
<li>Health – General Well being.</li>
</ul>
<p>Nearly all systems use some form of these six. I don&#8217;t see any reason to stray from that.</p>
<p><strong>How to get there?</strong></p>
<p>Take a bag of dice (you have that don&#8217;t you?) Shake out the first six and assign them to your stats.</p>
<p>Or</p>
<p><strong>Point Method</strong></p>
<p>This always gets me. What is too little? What is too much? If the basis for this system is human, that means the norm is human. I&#8217;ve already decided on base d4, so everyone starts with a d4 in each stat. Stat points on a one to one scale means that every stat has two point leeway.</p>
<p>So:</p>
<p>Starting character gets 8 stat points to play with. That&#8217;s enough to get two stats to d12. That&#8217;s pretty high in Coretex terms. You drop a stat to a d2 or d0 to get some extra points.</p>
<p>Say 2 d10s, a d6, and a d8 a d4 and a d2.</p>
<p>That’s 9 stat points.</p>
<p><strong>Rules for d0</strong></p>
<p>A d0 means you have nothing in a stat. If that is the case you cannot use the stat. Seems obvious? Think about this for a moment. A d0 in strength means you cannot lift, move, walk, eat. You are confined to bed.</p>
<p>D0 in agility means you walk into walls, you fall a lot, any dexterous move ends in disaster. You can&#8217;t aim straight or walk with grace. You have a lot of bruises and can be found on the floor in most situations.</p>
<p>D0 in stubbornness means you have no will. You will do anything you are told and cannot resist anything.</p>
<p>D0 in intelligence means you are below any intelligence standard. You cannot communicate; you react on instinct not experience. You have no memory or ability to learn.</p>
<p>D0 in alertness means that you are blindsided a lot. I hate to say it but most  pcs I&#8217;ve played and have played with spend a lot of time in this zone. You miss important details, don&#8217;t catch jokes, you&#8217;re last in initiative and tend to be shot like a target on a cement stand.</p>
<p>D0 in health just means you&#8217;re dead. Useful if you&#8217;re undead..not so much if you&#8217;re not.</p>
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		<title>Creating Characters – The Bulk of Most Tabletop Role Playing Games</title>
		<link>http://www.michellejnorton.com/fantasy/creating-characters-the-bulk-of-most-tabletop-role-playing-games/</link>
		<comments>http://www.michellejnorton.com/fantasy/creating-characters-the-bulk-of-most-tabletop-role-playing-games/#comments</comments>
		<pubDate>Wed, 06 Apr 2011 22:51:42 +0000</pubDate>
		<dc:creator>Michelle</dc:creator>
				<category><![CDATA[Basic Rules]]></category>
		<category><![CDATA[Character Creation]]></category>
		<category><![CDATA[character creation]]></category>
		<category><![CDATA[characters]]></category>

		<guid isPermaLink="false">http://www.michellejnorton.com/fantasy/?p=32</guid>
		<description><![CDATA[Character creation is different for every game. From dice rolling on random tables, to carefully laid out points, every system has a good deal of paper dedicated to character creation. It&#8217;s also the basis for all rules that follow. That includes advancement and actual game play. Character advancement is for another post, so let&#8217;s not [...]]]></description>
			<content:encoded><![CDATA[<p>Character creation is different for every game. From dice rolling on random tables, to carefully laid out points, every system has a good deal of paper dedicated to character creation. It&#8217;s also the basis for all rules that follow. That includes advancement and actual game play.</p>
<p>Character advancement is for another post, so let&#8217;s not even look at that gorilla right now.</p>
<p>The questions to ask myself include:</p>
<ul>
<li>Races?</li>
<li>Jobs or Classes?</li>
<li>Abilities?</li>
<li>Traits?</li>
<li>Hit points, life points, vitality, wounds?</li>
<li>Character sheets?</li>
</ul>
<p>For Cortex, I like the open character creation. Though, I promise to put all the creation data in neat tables. I&#8217;m not touching alignment. I don&#8217;t like predefined morality because that can change over the course of a game.</p>
<p>Base rules will stick to humans. However there needs to be a template for adding races.</p>
<p>I&#8217;ve settled on calling the three sections of stats, Stats, Skills and Quirks. I love dice as stats, so I&#8217;ll stick with that as well.</p>
<p>What do you like about your favorite RPG&#8217;s character generation?</p>
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		<title>Of Dice and Things – Stuff You Need to Play the Game</title>
		<link>http://www.michellejnorton.com/fantasy/of-dice-and-things-stuff-you-need-to-play-the-game/</link>
		<comments>http://www.michellejnorton.com/fantasy/of-dice-and-things-stuff-you-need-to-play-the-game/#comments</comments>
		<pubDate>Fri, 25 Mar 2011 23:28:05 +0000</pubDate>
		<dc:creator>Michelle</dc:creator>
				<category><![CDATA[Basic Rules]]></category>
		<category><![CDATA[Building Blocks]]></category>
		<category><![CDATA[dice]]></category>
		<category><![CDATA[facing]]></category>
		<category><![CDATA[mats]]></category>
		<category><![CDATA[minis]]></category>

		<guid isPermaLink="false">http://www.michellejnorton.com/fantasy/?p=17</guid>
		<description><![CDATA[Got the design for the site down so now I can post more. Priorities, I know. The first thing to think about with any game system is the physical objects you want people to use. Since this will be a tabletop system die are an obvious answer. I&#8217;m not going to be silly about this [...]]]></description>
			<content:encoded><![CDATA[<p>Got the design for the site down so now I can post more. </p>
<p>Priorities, I know. </p>
<p>The first thing to think about with any game system is the physical objects you want people to use. Since this will be a tabletop system die are an obvious answer. I&#8217;m not going to be silly about this so lets say d2 – d20 unless I change my mind later. </p>
<p>I want the die to be the numbers assigned to your abilities. I like that. Every system I&#8217;ve played that does this is easy to learn. You only have 7 numbers to worry about. </p>
<p>Then what? </p>
<p>Not much else. I would like to suggest figures and a battle mat simply because I like to paint them and mats are always good. However there is another reason I want to suggest these for use. I would like to include facing. </p>
<p>When D&#038;D 3.0 came out I was disappointed that they removed facing. Sitting on a pivot and moving around always at 360 degrees is as stupid as it sounds. I want players to have to see an enemy, not magically know where everything is…unless they have a spell for that. </p>
<p>So facing and dice. What do you think?</p>
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		<title>New Rules – I must be nuts.</title>
		<link>http://www.michellejnorton.com/fantasy/new-rules-i-must-be-nuts/</link>
		<comments>http://www.michellejnorton.com/fantasy/new-rules-i-must-be-nuts/#comments</comments>
		<pubDate>Tue, 15 Mar 2011 01:03:29 +0000</pubDate>
		<dc:creator>Michelle</dc:creator>
				<category><![CDATA[Building Blocks]]></category>
		<category><![CDATA[expectations]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://www.michellejnorton.com/fantasy/?p=14</guid>
		<description><![CDATA[Okay so new rule system. Yeah, new rules. New rules&#8230;. I&#8217;ve actually been thinking about it for a year now. The more recent problems with Cortex, my system of choice, have cemented this. I&#8217;ve toyed with switching systems but the rules sets of other systems and other levels of complexity I just don&#8217;t want. I [...]]]></description>
			<content:encoded><![CDATA[<p>Okay so new rule system. Yeah, new rules. New rules&#8230;.</p>
<p>I&#8217;ve actually been thinking about it for a year now. The more recent problems with Cortex, my system of choice, have cemented this. I&#8217;ve toyed with switching systems but the rules sets of other systems and other levels of complexity I just don&#8217;t want. I had hopes for Savage Worlds but I think this isn&#8217;t going to fit what I want.</p>
<p>What do I want? Well, an open system with quick easy rules. GM heavy runs with fast paced combat. Simple point based character, item and npc generation.</p>
<p>I may be asking too much.</p>
<p>With Cortex I already simplify combat and other actions. I find this leaves more room for roleplay. Yes, I know you can roleplay with any system but I find that the more rules the more this gets bogged down, and this is true for any system for rules. So yeah, well YMMV.</p>
<p>I will also be linking this to the fantasy world I&#8217;ve been writing games for since 2003. I hope to keep them separate in that the rules themselves stay generic but the world will serve as examples of use and help me suss out application.</p>
<p>So what do you think? What do you like about the systems you play and have you applied it to your own system?</p>
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