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Post by Pawel on Jun 14, 2019 17:39:44 GMT
I've always liked the Training Packages - Origin, Background, Professional. Hope they're making a comeback, with maybe a few extra entries in each category added? But more importantly, I hope we're keeping Goal, Motivation and Attitude. Loving those!
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Post by Rrok Anrolle on Jun 16, 2019 21:19:27 GMT
Yeah, I really prefer them to a class-based system.
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Post by andywhincup on Jun 28, 2019 13:17:44 GMT
I've always liked the Training Packages - Origin, Background, Professional. Hope they're making a comeback, with maybe a few extra entries in each category added? But more importantly, I hope we're keeping Goal, Motivation and Attitude. Loving those! If they're combined with the shorter skill list, then I think this is a good idea too. I hope that each package has one instance, rather than the three tiers of V2. I remember in V2, my players found wading through the packages tedious in the extreme, particularly what level to choose.
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Post by Pawel on Jun 28, 2019 19:19:49 GMT
From what I saw on Jeff's Twitter (he's running demo sessions just now), things are getting streamlined indeed. This is likely an early version of what we'll get, but have a look:
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Post by andywhincup on Jul 1, 2019 8:50:41 GMT
PawelThanks for the heads up. That looks interesting.
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Post by Admin on Jul 2, 2019 23:56:42 GMT
The Background, Origin, Professional packages are staying, but have evolved into Skill Sets. Skill sets inclusively describe any training, roles and jobs a character has, each in a trio of levels - general, core, specialty. The skill sets themselves can be picked from lists or custom built by the players, so can be as nuanced and evocative as you want. Each has a rank, representing the base target number, and the level determines the number of dice you roll - basically a more user friendly version of the aptitudes from v2.
Example: 4 scientist > biology > genetics
For any tasks a scientist should be able to reasonably do, the player would add the 4 to the characters' Cognition (or relevant focus) score and roll 1 die. For anything a trained biologist should be able to accomplish they would roll 2 dice, and for anything based on knowledge of genetics they would roll 3 dice. Tests use different attributes and skill set combinations in different circumstances. The higher the power level of the campaign, the more sets and rank points (both attribute and skill set) the characters start with.
Goal, motivation and attitude are also coming back, and will be more mechanized this time around and tied into character advancement.
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Post by Pawel on Jul 5, 2019 16:27:28 GMT
Ooh, I'm loving this. I ran my campaigns in a storytelling mode, that is to say, I roll dice less often than most GMs and I often simplify rolls. So for our style of RPGing, character attributes and skills need to be first and foremost descriptive. And BP has this amazing -3 / +3 purestrain human attribute range, which I adore. Nothing discourages me from an RPG mechanic as much as a statistic on a character's sheet that has no actual meaning, outside of being used in whatever rolls. I need to be able to look at the character sheet and understand/see the character behind it. And it looks like this will cater to my tastes very very well, thank you very much. Very happy to hear the packages are getting streamlined too! The Background, Origin, Professional packages are staying, but have evolved into Skill Sets. Skill sets inclusively describe any training, roles and jobs a character has, each in a trio of levels - general, core, specialty. The skill sets themselves can be picked from lists or custom built by the players, so can be as nuanced and evocative as you want. Each has a rank, representing the base target number, and the level determines the number of dice you roll - basically a more user friendly version of the aptitudes from v2. Example: 4 scientist > biology > genetics For any tasks a scientist should be able to reasonably do, the player would add the 4 to the characters' Cognition (or relevant focus) score and roll 1 die. For anything a trained biologist should be able to accomplish they would roll 2 dice, and for anything based on knowledge of genetics they would roll 3 dice. Tests use different attributes and skill set combinations in different circumstances. The higher the power level of the campaign, the more sets and rank points (both attribute and skill set) the characters start with. Goal, motivation and attitude are also coming back, and will be more mechanized this time around and tied into character advancement.
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Post by grinnenbaeritt on Oct 3, 2019 11:46:20 GMT
Have to admit, having tried to adapt some old, existing v2 characters to the same format for a playtest.
I'm struggling badly, to replicate them so they can be used in addition to the 3 supplied in the quickstart. It would be nice to see some elements of the character creation to go on or a conversion guide.
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