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The Last Airbender - System?

Started by Werekoala, June 14, 2010, 03:17:59 PM

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FrankTrollman

Quote from: Rubio;387548A system such as...?

(also, WoF? :confused:)

A couple pieces of terminology that get thrown around a lot on another board. RNG stands for "Random Number Generator" and represents the method you use in your game to determine random results. Mostly used in conjunction with discussions of things being "pushed off the RNG" with respect to combined bonuses or penalties rendering the act of rolling dice meaningless or the limits of the spread of available numbers rendering the accumulation of additional bonuses (or penalties) incapable of making changes to your actual chances of success. WoF stands for "Winds of Fate" and refers to resource management systems in which whether an ability is usable or not is random - whether generated by dice (as a 3rd edition D&D's Dragon Breath is), or by cards (as a Tome of Battle Crusader's is).

The best fit for Avatar power usage would probably be card based - like a Crusader from 3.5's Book of Nine Swords. Avatar differs however, in that it uses a condition based injury system rather than hit points and critical existence failure. More powerful characters can take more of a beating not because they have any more hit points, but because they have a lager hand size and can thus get shafted by more conditions without being forced to concede the field.

-Frank
I wrote a game called After Sundown. You can Bittorrent it for free, or Buy it for a dollar. Either way.

Silverlion

Quote from: Rubio;387508Zuko

Motivation: Find the Avatar and redeem his honor
Qualities: Expert[+4] Disgraced Fire Nation Noble, Good[+2] Fire nation martial arts, Good[+2] Stealth & Subterfuge, Expert[+4] Determination
Powers: Expert[+4] Firebending (Meta-power)
Weakness: Poor[-2] Pride
Stunts: Zuko's firebending allows him to shoot blasts of fire at single opponents or use waves of fire to drive off multiple opponents. He can direct, enlarge, or put out existing fires and raise the temperature of his surrounding environment to create a Hazard.


I'd probably up his Martial Art, and or add in a trait for sword. He's shown even without bending he can do bad ass things. (I won't mention how for those watching it...)
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Rubio

Quote from: FrankTrollman;387554The best fit for Avatar power usage would probably be card based - like a Crusader from 3.5's Book of Nine Swords. Avatar differs however, in that it uses a condition based injury system rather than hit points and critical existence failure. More powerful characters can take more of a beating not because they have any more hit points, but because they have a lager hand size and can thus get shafted by more conditions without being forced to concede the field.

-Frank

Sounds like you have something in mind.

Still somewhat reminding me of WEG d6 somewhat. Many variants have no hit points as such but use a death-spiral-esque condition track that makes one progressively less capable due to injuries.

PDQ does something similar with abilities gradually becoming more and more debilitated until a combatant is outta gas and can't fight.
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Rubio

Quote from: Silverlion;387555I'd probably up his Martial Art, and or add in a trait for sword. He's shown even without bending he can do bad ass things. (I won't mention how for those watching it...)

Possibly, but I was thinking that part of a Fire Nation noble's formative training is in the Fire Nation martial arts, so the 'Disgraced Noble' and 'Fire Nation Martial Arts' Qualities would stack.

As for sword fighting, I figured that, in PDQ terms, it was simply a tool that he used with his martial arts and not worthy of a bonus in and of itself. Something like Sokka's Space Sword in scroll 3 that is shown as capable of carving off inches-thick steel from a throw is something that is worth a Quality on its own.
"Fungah! Foiled again!"
-Bowser

"This is starting to PISS ME OFF!
Does this place have a never-ending supply of WEIRD STUFF!?"

-Susano Orbatos, Orion

Werekoala

What do you think about a Bending system where you HAVE to start "small" and build up the power of your attacks as the fight goes on? I know it is a dramatic and stylistic tool rather than (maybe) how Bending actually works, but in the set-piece fights I've see so far, they always seem to start with lesser attacks and build up to a big boom. I guess that's really how most anime-style fights go, now that I think of it. So, what if you can't actually use the bigger attacks until you "climb the ladder" or warm up, as it were? Might make for more interesting fights instead of just whipping out the biggest clod-throwing Bend in your arsenal on turn one?

Actually, now that I think on it some more, that might be a good mechanic for ANY kind of magic fight; would avoid the problem of "useless" lower level spells...

Just a thought.
Lan Astaslem


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Silverlion

#20
Quote from: Werekoala;387574Actually, now that I think on it some more, that might be a good mechanic for ANY kind of magic fight; would avoid the problem of "useless" lower level spells...

Just a thought.

Indeed, not a bad idea. Hrms. Where can I use it though? I think it works well in Champions Online (better than a pool of points that drains away.)

It would work ideally for magic where that seems to happen. Ages ago, I used the mod for D&D where one "absorbed" magic points from the environment--which was similar but not quite the same.

Maybe we can tie it into conflict scale somehow--bit spells for epic challenges, small ones for minor challenges?
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FrankTrollman

Quote from: Werekoala;387574What do you think about a Bending system where you HAVE to start "small" and build up the power of your attacks as the fight goes on? I know it is a dramatic and stylistic tool rather than (maybe) how Bending actually works, but in the set-piece fights I've see so far, they always seem to start with lesser attacks and build up to a big boom. I guess that's really how most anime-style fights go, now that I think of it. So, what if you can't actually use the bigger attacks until you "climb the ladder" or warm up, as it were? Might make for more interesting fights instead of just whipping out the biggest clod-throwing Bend in your arsenal on turn one?

Actually, now that I think on it some more, that might be a good mechanic for ANY kind of magic fight; would avoid the problem of "useless" lower level spells...

Just a thought.

That's Rage Bar mechanics. And it works fine. But while it's perfect for Sailor Moon or Power Rangers, it doesn't work well for Avatar. In Avatar, especially in the later series, characters get good enough that they just start bringing the awesome straight from round one. Katara's opening in one memorable scene is to take out a ship full of people with a wave.

-Frank
I wrote a game called After Sundown. You can Bittorrent it for free, or Buy it for a dollar. Either way.

Werekoala

Ah, ok, that makes sense. I'm still WAY early into it (maybe episode 6 I think) so right now its all "relatively" tame stuff like throwing boulders and ripping the prow off of iron ships. :)

Never heard of "power bar" mechanics, but I grok the reference from video games. Just never thought of it until now for some reason (guess because I've never thought of doing an anime-style magic game).
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

FrankTrollman

Rage Bar mechanics tends to work better in computer or card games than in table top role playing games, because players will fill sacks full of kittens or just punch the air a bunch of times before jumping into battle.

Still, there are ways to make it work.

-Frank
I wrote a game called After Sundown. You can Bittorrent it for free, or Buy it for a dollar. Either way.

RPGPundit

I would use a modified version of Qin.

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Rubio

Quote from: RPGPundit;387903I would use a modified version of Qin.

RPGPundit

For those of us who don't know Qin's system, what makes you think it would work well for this purpose? And modified in what way?
"Fungah! Foiled again!"
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"This is starting to PISS ME OFF!
Does this place have a never-ending supply of WEIRD STUFF!?"

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Ian Absentia

I know what you mean.  It's like RPG.net without the exclamation marks.

"I'd use Qin!!1!"

!i!

Kaz

I think I'd probably go with True20, especially using the handbook or new edition to create a Role for Bender, mixing Warrior and Adept, most likely.

Although, Savage Worlds seems like it could do the job, too. Since the arcane background edge can be used to apply just about any trapping (earth, water, air, etc.).

I think True20 would work a bit better, though. The idea of gaining levels and and learning new feats fits the tone of the show better, since these are adolescent/teenagers, coming of age and becoming adults and better at what they do. Obviously, Aang is learning the different bending arts, but even Sokka, largely the comic relief for most of the series, is a helluva lot more useful in a fight in the final season than he was in the first few episodes.
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FrankTrollman

If you want something usable out of the box, Feng Shui all the way.

If you want to make your own system, that's entirely reasonable. But make sure that you don't use anything that is d20 related or level based. Characters who are good at various important skills who can't cut a mountain in half with their feet are an important part of the setting, and level systems do not deliver that.

Also resign yourself to the fact that your player characters are not going to be Aang or Azula in power level. Probably ever.

-Frank
I wrote a game called After Sundown. You can Bittorrent it for free, or Buy it for a dollar. Either way.

Rubio

Quote from: Ian Absentia;388011I know what you mean.  It's like RPG.net without the exclamation marks.

"I'd use Qin!!1!"

!i!

Is it? I don't really post there. I'm just curious as to how Qin would do it better than other options.

Quote from: KazI think I'd probably go with True20, especially using the handbook or new edition to create a Role for Bender, mixing Warrior and Adept, most likely.

I daresay you could go further and make each individual bender into its own role, considering that the power lists would be pretty dang limited. However, that breaks down when one tries to stat Aang out, considering that he's able to do all the bending arts with equal facility.

On the subject of powers, I would also expand the psychic grappling rules to an "elemental grappling" type rule as well. After all, we frequently see two benders throwing blasts at each other only to have them countered/blocked/parried by bursts of the opposing element, and rather than a series of attack rolls, I feel that it would be better emulated by opposed grapple checks with the winner being able to apply an elemental type effect to the loser.

Quote from: KazAlthough, Savage Worlds seems like it could do the job, too. Since the arcane background edge can be used to apply just about any trapping (earth, water, air, etc.).

I thought so, too, but the power system would require some modding. First, get rid of power points, as the only limit on bending seems to be an abundance of the element in question. Second, the bending arts themselves tend to be very versatile, and would require lots and lots of the powers presented in the SW core to emulate just the stuff that we see waterbenders do in the first season (blast, shield, entangle, speed boost, bolt, etc). Might just have to use the superpowers companion to model it.

Quote from: KazI think True20 would work a bit better, though. The idea of gaining levels and and learning new feats fits the tone of the show better, since these are adolescent/teenagers, coming of age and becoming adults and better at what they do. Obviously, Aang is learning the different bending arts, but even Sokka, largely the comic relief for most of the series, is a helluva lot more useful in a fight in the final season than he was in the first few episodes.

Sokka's Space Sword is the most awesomeist item in TEH ENTIRE SEREEZ!!1!one! Heh. Seriously. Sokka doesn't get enough credit.

However, to be honest, this is one place where I feel that a level-based system falls flat: by the end of the series, 12-15 year old kids are capable of taking on entire armies, and display such a dazzling array of powers that, to be compliant with True20 character rules, they'd have to have levels in the upper teens. Gets a bit silly, IMO.
"Fungah! Foiled again!"
-Bowser

"This is starting to PISS ME OFF!
Does this place have a never-ending supply of WEIRD STUFF!?"

-Susano Orbatos, Orion