I'm about to publish 'The Mage' profession, which incorporates a number of distinctive traditions. The Abilities will be common across the traditions but expressed in a language that makes sense to each. As such it will be one slightly longer section, rather than many individual professions. More on this soon.
Whilst Creating The Mage I've looked at how magic will be expressed mechanically through the 'Wield Magic' Move. Essentially I want to go for a simple and entirely free-form descriptive approach to magic that frees the game up from lists of spells I'm increasingly liking the idea of a sixth +Magic Stat for Wield Magic, a Stat that will be distinct from +Spirit, reflecting connection to the forces of magic in Kalland.
As such, the core Moves such as 'Face Danger' and 'Gain Understanding' will also have a +Magic dimension to them along with the other core Stats. Plus I need to think again about a core Stat Move for +Spirit.
In terms of the starting split for Stats, I've assumed to go for a +2, +1, +1, +0, +0, -1 distribution.
Showing posts with label Stats. Show all posts
Showing posts with label Stats. Show all posts
Monday, 28 March 2016
Sunday, 20 March 2016
Stats
Here's where I have got to with the core Stats for characters:
Might - physical power, strength, endurance and fortitude
Agility - graceful dexterity, coordination and movement
Bright - intelligence, awareness, knowledge and cold understanding
Spirit - resolve, willpower, courage and connection with magical realms
Influence - charm, persuasiveness, command and social power
It will be interesting to see how these play out when the core Moves are constructed. I hope to put in place some core Moves and one Move for each of the Stats. There will then be a range of subsidiary Moves that may use different 'Stats' including Armour and Goods.
I might need to come back to these as I build the Moves. One area I wondered about was magic. Kalland is full of magic, wielded by those with a mystical connection to realms of power, cursed or blessed by the gods, keepers of ancient traditions or trained from potential to mastery in mighty schools of magecraft. So, I wondered about a 'Magic' Stat. For now I have linked this to Spirit, noting that many will have a strong Spirit, without necessarily a connection to the powers of magic.
I plan to allow the standard range for Stats in PbtA games: -1 through to a chunky +3.
Might - physical power, strength, endurance and fortitude
Agility - graceful dexterity, coordination and movement
Bright - intelligence, awareness, knowledge and cold understanding
Spirit - resolve, willpower, courage and connection with magical realms
Influence - charm, persuasiveness, command and social power
It will be interesting to see how these play out when the core Moves are constructed. I hope to put in place some core Moves and one Move for each of the Stats. There will then be a range of subsidiary Moves that may use different 'Stats' including Armour and Goods.
I might need to come back to these as I build the Moves. One area I wondered about was magic. Kalland is full of magic, wielded by those with a mystical connection to realms of power, cursed or blessed by the gods, keepers of ancient traditions or trained from potential to mastery in mighty schools of magecraft. So, I wondered about a 'Magic' Stat. For now I have linked this to Spirit, noting that many will have a strong Spirit, without necessarily a connection to the powers of magic.
I plan to allow the standard range for Stats in PbtA games: -1 through to a chunky +3.
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