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Message no. 1
From: Mon goose <landsquid@*******.COM>
Subject: Buying character creation stats w/ karma
Date: Mon, 23 Feb 1998 16:50:26 PST
>You figure out approximately how many karma points should be used to
>create a fairly balanced character, and I'll give it a try :)
>
>Panther

OK, heres my shot:


Try using the 100 point system from the Companion (sorry if you don't
have it), to avoid assigning new costs to magic, race, and money.
This also avoids me having to rebuild the whole priority chart.

Instead of spending build points on attributes and skills, spend them to
buy "starting karma": each "karma point" spent on attributes costs 1
build point, and each 5 "karma points" spent on skills costs 1 build
point.

This is based on:
3 attribute = 6BP or 6 karma
4 Skill = 4BP or 21 karma

Average for stats being 3, skills 4, you can buy 3 + 4's to get roughly
equal "average" characters to using the BP system the normal wayor using
BP's to buy "starting karma".

If you think "average" skills should only be 3, cut the karma per BP for
skills to 4 (3 skill= 3BP or 13 karma).

One thing I didn't consider is racial stat modifiers. In ED, those are
aplied AFTER stats are bought, and that seems right for "starting karma"
purchases. Otherwise, Starting a troll with body 8 would cost as much
as a human getting body 6. OTOH, making trolls very smart will really
cost. <G>

Use the companions "allergy flaw", but don't allow the extra skill point
or increased attributte edges- skill points and attributte points don't
exist under these rules. Something like "tough" is OK, because that
adds extra dice to a test.

I'd restrict starting skill specializations to 8, concentrations to 7,
and general skills to 6, but allow a character to have something like a
6/7/8 if they wanted. For 61 karma, or just over 12BP , its pretty
pricey. (at 4 karma per BP, that would be 15BP!)

Force points work as normal (just like karma)- if high force spells bug
you, you'll have to make your own limits.

[you could try this limit for starting spell force-
total of squares of all starting spell forces must be less than total of
the squares of sorcery, magic theory, and intellegence.
Pretty harsh limit, except you can still add force with spell
restrictions.
Example: Starting INT 4, sorcery 6, magic thoery 4 gives 16+36+16h.
You could get 2 force 5 spells (25+25), and 2 force 3 (9+9), and thats
it. Want more spells? Make them lower force, or raise INT / skills.]



Obviously, "staring karma" does not affect the karma pool. Its just an
abstract quantity spent to buy stats and skills AS IF it were karma.
Stats start at 0, and must be at least 1 after racial mods.

The karma parts seem reasonable, if "average" is your idea of balanced.
If you actually use this, and create a good (or BAD) character using
these ruels, drop me a copy! [landsquid@*******.com]

Remember, level 1 of any general skill is only 1 karma! With partial
defaults, you might have a real nice dabler using these rules.

This also raises an interesting point- notice how EXPENSIVE stats are Vs
skills? Yet in play, spending karma earned normally, its just the
opposite! If you want to maintain the same balance as the 100 point
creation system throughout the game, you would have to DOUBLE the cost
of attribute increases, and HALF it for skills (or count karma spent on
skills double). Not a bad idea, IMO.

Mongoose/"Jack the sound barrier. Bring the noise." -Cyberdog
get sucked into -The Vortex- Chicago's shadowland BBS
http://www.concentric.net/~evamarie/srmain.htm

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