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Guidelines for Creating Martial Paths PDF Print E-mail
Written by Admiral Duck Sauce   
Wednesday, 21 May 2008

Here's my rough guidelines for creating your own Martial Paths and Esoteric Disciplines. Creating them get easier the more you do it and you develop a certain flow for making them after a while. 

Level 1 - Always a small effect, often something with a good general purpose usage, and very often a penalty removal. About 1d worth of effect is right, either negates 1d of penalty or adds 1d for some situation. 1d can also equal 2 height or 1 width to either effect(damage) or timing(initiative).

Level 2 - Usually a more specialized manuever, or removal of a big penalty, or the addition of a stronger effect. I think extra Armor usually goes at 2 or 3. Often stacks with the 1, that sword school in Reign being the perfect example of a stacking school.

Level 3 - I like the middle level to change things up a bit. You've already got two powers that make your skill more useful and interesting, so I like number 3 to really expand on what you can do with that skill.

Level 4
- This is generall, for me, the most powerful technique that isn't just going crazy. I usually like it to add something potent and hard to reach with the mechanics normally. Like negating penalties and adding dice can be done within the rules if you look, but what can this technique add to the game that really changes the nature of the field for the character? What new strategies can I unlock here?

Level 5 - This is usually the "go nuts" power. There are limits, sure, but a Level 5 is usually not a rule expander, it's a rule breaker. Ignoring all armor, getting very clear information, and exceeding the 10 die limit are all things a level 5 could do.

Another thing to consider is the XP cost of each level. You have to buy them in order, so it stacks.
Level 1 costs 1.
Level 2 costs 3.
Level 3 costs 6.
Level 4 costs 10.
Level 5 costs 15.


As you can see, a level 3 power costs just a bit less than a Master die in Reign (1 skill, 1 expert, 5 master = 7 points total). So a level 3 power should be just a bit less useful than a Master die, or just about as useful as a skill with 4 ranks and an Expert die.

A level 5 power costs as much as two master dice and then some. A person who bought your whole path should be as well off as a guy who bought two master dice in two different skills. He went versatility and assured success, so what did the specialist with the path get?

Also, remember how I said a level 1 path was worth about 1d of effect? Well, it costs about that much too! So a level 5 tech should be as useful as about 5 dice on it's own, and about 15 dice when you look at all the powers in a path working together.

This also ties into whether your powers stack or trump or coexist. Stacking paths get better and better, so each power should be a little less good, since it gets all the other powers. Trumping paths replace each other, so each tech should be better than the previous one in most ways. Coexisting paths have skills that don't really effect each other. Each should be useful in it's own right, and have specific utility.

For a stacking path, look at the total cost of powers. For a trumping path, look at the individual cost of each technique, but consider the total. For a coexisting path, look mostly at the individual cost, but be aware of the total cost as well.

Hope those guidelines help! 

Comments
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bikewrench   | Author | 2008-05-24 15:38:27
avatar Excellent work Admiral.
I'm still a little torn putting stuff like this into my harder games like THS or Delta Green.
Someone make stop being such a wet blanket! :confused:
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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