Design Notes: Difference between revisions
From Adventure Band
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;Alignment: After careful consideration, we've decided alignment causes more confusion and more problems than it solves. You can easily re-introduce it as a house rule. Better yet, if a player wants their character's code of conduct to be important to the story, make it an [[Aspect]]. | ;Alignment: After careful consideration, we've decided alignment causes more confusion and more problems than it solves. You can easily re-introduce it as a house rule. Better yet, if a player wants their character's code of conduct to be important to the story, make it an [[Aspect]]. | ||
;Darkvision: Darkvision is overpowered. A character who needs to rely on a light source is at a huge disadvantage relative to one who has darkvision. Either everyone should have to use a light source, or no one should. It's a lot more interesting if everyone has to worry about light -- both being able to see, and the risk of being seen. | ;Darkvision: Darkvision is overpowered. A character who needs to rely on a light source is at a huge disadvantage relative to one who has darkvision. Either everyone should have to use a light source, or no one should. It's a lot more interesting if everyone has to worry about light -- both being able to see, and the risk of being seen. | ||
;Running out of spells: In a big departure from Pathfinder and 5E, there is no limit to the number of times characters can cast their spells. Hoarding your spells, or running out and then turtling up to recover, is not fun. Instead, we're recalibrating the power of spells so a spellcaster can use their spells every Exchange, without overshadowing the the other characters. | |||
= Spell Power = | = Spell Power = | ||
We're getting rid of the need to rest and recover spells. '''All spells are usable once per scene, or at will.''' This is a major change. It has a number of implications. The most important one is that spells need to be completely re-balanced with an eye toward frequent use. | We're getting rid of the need to rest and recover spells. '''All spells are usable once per scene, or at will.''' This is a major change. It has a number of implications. The most important one is that spells need to be completely re-balanced with an eye toward frequent use. |
Revision as of 03:59, 28 June 2022
Rules that Aren't in Adventure Band
- Alignment
- After careful consideration, we've decided alignment causes more confusion and more problems than it solves. You can easily re-introduce it as a house rule. Better yet, if a player wants their character's code of conduct to be important to the story, make it an Aspect.
- Darkvision
- Darkvision is overpowered. A character who needs to rely on a light source is at a huge disadvantage relative to one who has darkvision. Either everyone should have to use a light source, or no one should. It's a lot more interesting if everyone has to worry about light -- both being able to see, and the risk of being seen.
- Running out of spells
- In a big departure from Pathfinder and 5E, there is no limit to the number of times characters can cast their spells. Hoarding your spells, or running out and then turtling up to recover, is not fun. Instead, we're recalibrating the power of spells so a spellcaster can use their spells every Exchange, without overshadowing the the other characters.
Spell Power
We're getting rid of the need to rest and recover spells. All spells are usable once per scene, or at will. This is a major change. It has a number of implications. The most important one is that spells need to be completely re-balanced with an eye toward frequent use.