Point system

Post » Mon Jan 24, 2011 5:19 am

obviously those who are good at RPing and such should skip this, but I've created a system that seems to work most of the time for anyone who wants to keep themselves from being OP early on and such.



The system focuses around a point system for skills.

Master skills=5 points

Expert skills=4 points

journeyman skills=3 points

apprentice skills=2 points

novice skills=0 points



Basic characters

When deciding your skills for a basic character. Consider the fact that they are basic. This means they will more then likely not be Uber in any way, but if they are uber at something, they are svckish at best with everything else...

A basic character should get around 10 points if you follow my system. This means they could be a master of sneak and blade, but be a novice at everything else, or they may be an apprentice in 5 skills, etc.

It has worked out for me so far...


Comments on my system? I think it can prove to be useful, but at the same time could be abused occasionally...


EDIT: Scat has a point, I figured that it oculd be used for acotr characters such as the main villain that is never seen.
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Danielle Brown
 
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Post » Mon Jan 24, 2011 5:41 am

There are no main characters in RPs, silly. It is actually a good idea, it's just your concept/form of it is simply stank.
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Eric Hayes
 
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Post » Mon Jan 24, 2011 12:36 pm

We don't use skill levels. Thats the games themselves. In RPs we just say we have the skill and wha la, we do.
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Evaa
 
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Post » Mon Jan 24, 2011 6:53 am

Roleplaying is not a game, but a story.
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Marie Maillos
 
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Post » Mon Jan 24, 2011 10:53 am

Roleplaying is not a game, but a story.


I was listening to a song and that sentence fit perfectly.
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Chad Holloway
 
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Post » Mon Jan 24, 2011 5:22 am

I know that (I've been on online Role playing servers for dnd too much XD)

The point in this is if you want to flesh out a character to keep them from being uber in the RP threads and such though, not to give game levels to your skills and such. Hence why I mentioned that those who are good at RPing should skip this completely.

I use this with all my characters I plan out though just for the sake of not wanting to be really powerful and such.
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His Bella
 
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Post » Mon Jan 24, 2011 12:40 pm

You could implement into one of your own RPs, but I don't see it neccesart as our RPs usually aren't skill builder as most skills pre exsist and we just create a story with the characters
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Sxc-Mary
 
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Post » Mon Jan 24, 2011 1:36 pm

Look

People can interpret this however they want to XD

What I am saying though, and I agree I could use this for skill building if I wanted to, is that even with a great story and characters, most RPs from what I've seen in the character sheet apps require you to choose what your character is good at (skills) and this provides a way to be specific about those skills your character is good with if you choose to use this system. There are a million ideas and each one appeals to a different person. This is one of them.

Regarding skill building... Technically all characters will become stronger over time, correct? I don't know a single person who wants to play a static character that never grows and learns from their mistakes and such. IMO I wouldn't call it skill building rather, natural growth.
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Carlos Vazquez
 
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Post » Mon Jan 24, 2011 1:52 pm

If you make an uber character, it is kind of the job of the OP to tell the player otherwise. And I believe Illusionary's guide pretty much covers it; jacks of all trades are in there I believe. Nice effort though :shrug:

If an RPer makes a character increase their abilities at something, then it was most likely a conscious effort on their part. A general rule of thumb is to only have about five or six major skills, and then maybe a few minor skills. I've never really found a need for skills in my characters, but they have none :P
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Karen anwyn Green
 
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Post » Mon Jan 24, 2011 10:51 am

I get onto a guy in fallout fan-fiction for using a system like this to divvy out weapons., This was his system, word for word.

10 point weapon rule: You may haul up to 10 point worth of weapons.
---------
-Unarmed
Brass Knucks = 1 point
Spiked knucks = 1 point
Deathclaw hand = 2 points

-Melee
Pool Cue = 1 point
Police Baton = 2 points
Knife = 1 point
Switch Blade = 1 point
Tire Iron = 2 points
Combat Knife = 2 points
Nail board = 3 points
Baseball Bat = 3 points
Lead Pipe = 2 points
Chinese Officers Sword = 4 points
Sledgehammer = 5 points
Super Sledge = 6 points
Ripper = 3 points
Shishkebab = 4 points
Auto Axe = 7 points
Shovel = 4 points
Axe = 3 points
Shock Baton = 4 points

-Small Guns
Chinese Pistol = 2 points
Dart Gun = 1 point
.32 Pistol = 3 points
Silenced 10mm Pistol = 2 points
10mm Pistol = 2 points
Scoped 44 Magnum = 4 points
10mm SMG = 5 points
Assault Rifle = 5 points
Chinese Assault Rifle = 5 points
BB Gun = 1 point
Hunting Rifle = 4 points
Railway Rifle = 8 points
Sniper Rifle = 5 points
Sawed-Off Shotgun = 5 points
Combat Shotgun = 6 points
Infiltrator = 5 points
Lever-Action Rifle = 2 points
Double-Barrel Shotgun = 4 points

-Energy Weapons
Laser Pistol = 3 points
Plasma Pistol = 4 points
Laser Rifle = 6 points
Plasma Rifle = 6 points
Tri-Beam Laser Rifle = 7 points
Tesla Cannon = 9 points

-Big Guns
Minigun = 9 points
Gatling Laser = 9 points
Flamer = 9 points
Heavy Incinerator = 9 points
He also had us give SPECIAL skills and perks.

After giving my char sheet, I just said
PS:The point system is crap, because it limits the choices of RP'ers, and stops me from choosing real world weapons.


Then another posted this in response to that.

PS:The 10 point system is crap, because it stops me from choosing from the considerable arsenal of real-life weapons.



Maybe he didn't want anyone to choose real life weapons, and just wanted to stick to the true Point Lookout lore from the game.


To that I responded with my main point.

You realise that lore isnt the reason why only a handful of weapons survived the great war, right? It was because the developers couldnt spend hours upon hours coding weapons. If he allows energy weapons and power armor, hes already infringing upon PL's feel. So that isnt the reason.

Real world weapon allow there to be more real choices. There are machine pistols, a hundred different forms of SMG's, high calibur handguns, hundreds of assault rifle variants and customizations.

It wont ruin the story, it just makes it a less creativity-friendly sign up. And requiring RP'ers to give SPECIAL skills, or list perks is the same deal. It is more story-like and less game-like to allow players to describe their charicters abilities and limitations in their own words, instead of through meaningless numbers.

I'll let it all slide, because he is probably a relatively new RP host and will want to stick to game mechanics, because he understands them. But in reality, fan fics and RP's are just stories set in the game world, not stories based on the ACTUAL video game. Stats and such can be thrown out the window as long as it keeps loosely close to lore. In fact, with a disclaimer to keep lorehounds away, you can ignore most lore, as long as you dont break any deeply-set well-know rules of game history.


The part in bold is what im saying about your system.
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BRAD MONTGOMERY
 
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Post » Mon Jan 24, 2011 10:15 am

I get onto a guy in fallout fan-fiction for using a system like this to divvy out weapons., This was his system, word for word.

He also had us give SPECIAL skills and perks.

After giving my char sheet, I just said

Then another posted this in response to that.




Maybe he didn't want anyone to choose real life weapons, and just wanted to stick to the true Point Lookout lore from the game.

To that I responded with my main point.



The part in bold is what im saying about your system.



perks make sense, not for stat increases, but perks like child-at-heart (you're sometimes immature and get along with kids great, because you're just a really big kid) or cyborg (you're a robot!)

SPECIAL: That was only me, because I like to give plenty of character info.

His Character Sheets (required only the following)

Name

Born

Inventory (+20 stimpacks and whatever you want if you follow the 10-point system)

Biography



I had to give my character sheet more depth

Zalphon

Name: Kyle Smith
Race: Caucasian
Gender: Male
Age: 23
Alignment: Lawful Evil (No you don't have a spidey sense about this guy)

Special: 3, 8, 3, 8, 10, 6, 7
Class: Crime Lord
Skills (5): Science, Speechcraft, Energy Weapons, Melee Weapons, Medicine
Special Perk(s): Finesse, Educated, Better Criticals
Traits: Skilled

Weapons: Plasma Rifle, Chinese Officer Sword
Armor: T-45d Power Armor (Brotherhood of Steel Power Armor)
Food/Water: 5 bottles of purified water
Medical: 20 stimpacks, 5 jet, 5 buffout, 5 psycho, 5 med-x
Misc.: Personal Computer (Labtop with intricate password, has journal, journal of operations, and maps of Point Lookout)

Biography: Former Vault-Dweller, Kyle Smith was kicked out to find a new water chip, and some tools to repair the regrowable food source. It took him two weeks, but after he returned, the Overseer denied him access. He shot the overseer and left for the wastes. During his time in Vault 34, he served as the vault's crime lord. If you wanted somebody "gone" he was the man to talk to. If you wanted a rare secret edition of "Grognak the Barbarian," he was the man to talk to. After he was banished from Vault 34, he made his way to the Pitt. During his time with the Pitt Raiders, he stole enough to go back to the Wasteland with all the stolen items. He sold them and purchased his rifle, his armor, and his sword.

During his stay in Rivet City, he impregnated a woman named Scarlet. After the birth of his son, he killed her and took his son to be protected in Vault 34. There he was safe, protected, and sheltered. Kyle heard of riches in Point Lookout, and of his long-time nemesis, the Lone Wanderer. The Lone Wanderer had compromised many operations of the crime lord Kyle's. He took the first boat to Point Lookout seeking the treasure, and the head of his enemy, the Lone Wanderer...
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Horse gal smithe
 
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Post » Mon Jan 24, 2011 9:32 am

I'm not quite sure how to critique this idea gatalis. I can however take the safest route and say: Whatever floats your boat! I can see how many would like to follow this system if they weren't sure how to develop a decent way to build a character.

However, as you stated above, this thread should only be limited to rper's who want to find a way to create and build a character over time, not for experienced writers. Most of us are set in our ways.
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Campbell
 
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