Feats For MicroZ
Note to self - I really need to update lordoz.com so I can actually post the rules for perusal.
Note to reader(s) - MicroZ is inspired by and based on Microlite d20.
Note to blog - don't worry blog, I won't leave you for microblogging like Twitter. I need more than 140 characters.
Any ways, feats. I decided that I still needed some crunch and customization options to differentiate characters a bit more. What I had seen in my a la carte experiments was that players loaded up on feats, both because they provided useful abilities and they had a flat rather than escalating cost.
I had two design decisions to make. How to handle and reign in the gaining of feats, and what kind of mechanics did I want to use for the feats themselves?
The first was simple when I hit on it. Break feats down by Stat association and tie the accumulation of feats directly to the Stat. Want another STR (Strength) feat? Buy up your STR. This limited the number of feats a character could have, meaning I could also keep my feat list small without characters ending up with most of them. But assigning gaining of feats to odd numbers greater than 11, I made to odd Stats actually useful rather than a stepping stone.
As for the feats themselves, in the case of skill-affecting feats I borrowed a page from Star Wars Saga d20 and used feats that gave a reroll under certain conditions or uses of skills. It's also possibly to expend an additional feat to upgrade it to rolling twice and keep the best roll. I just had to make sure not to let it be available for combat (including magic) skills.
Note to reader(s) - MicroZ is inspired by and based on Microlite d20.
Note to blog - don't worry blog, I won't leave you for microblogging like Twitter. I need more than 140 characters.
Any ways, feats. I decided that I still needed some crunch and customization options to differentiate characters a bit more. What I had seen in my a la carte experiments was that players loaded up on feats, both because they provided useful abilities and they had a flat rather than escalating cost.
I had two design decisions to make. How to handle and reign in the gaining of feats, and what kind of mechanics did I want to use for the feats themselves?
The first was simple when I hit on it. Break feats down by Stat association and tie the accumulation of feats directly to the Stat. Want another STR (Strength) feat? Buy up your STR. This limited the number of feats a character could have, meaning I could also keep my feat list small without characters ending up with most of them. But assigning gaining of feats to odd numbers greater than 11, I made to odd Stats actually useful rather than a stepping stone.
As for the feats themselves, in the case of skill-affecting feats I borrowed a page from Star Wars Saga d20 and used feats that gave a reroll under certain conditions or uses of skills. It's also possibly to expend an additional feat to upgrade it to rolling twice and keep the best roll. I just had to make sure not to let it be available for combat (including magic) skills.
Labels: d20 UTH, DnD, games, MicroZ, Project 39
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