CFGalbraith has made a request for lower PPV levels, because he says having lower PPV makes character generation faster. (From my experience I'de agree with him). I believe we could easily reduce our PPV amounts by 75% !
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The first thing we should do, since we openly admit having 1/2 PPV amounts now, is make Ability Level 1/2 cost 1/2 PPV instead of one. Making all the abilities cost half as much automatically reduces our PPV level by one half!
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If we lowered the average ability level by just one level, this would also cut the PPV of the average character in half. (We'de be making the "Human Maximum" 6 or 7 instead of 7 or 8.)
I was thinking that hit points should be strength +1, so that races templates don't have to always buy at least one point of strength just to make thier race animated! We'de have to lower the average ability by one anyhow if we were to do this and expect Hit Point levels to remain the same.
(So if we cut the scale in half, AND lowered the average ability level by 1, our PPV numbers will be 25% of what they are now! The "20 PPV character" would be a real possibility. If we did this, we'de want running skill to give an extra half meter reach every 3 (or 3&1/2) levels instead of 4.)
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This would make "Normal" characters about 20 to 25 PPV, Advanced/Heroic PPV characters about 40 to 50 PPV, and superhero characters about 80 to 100 PPV.
It would also make ability levels likes so:
Level 1: 1 PPV, a Novice Student
Level 2: 2 PPV, a Intermediate Student
Level 3: 4 PPV, an Advanced Student
Level 4: 8 PPV, Expert "qualified to teach"
Level 5: 16 PPV, Master "no one doubts his abiities"
Level 6: 32 PPV, Grand Master "one of the worlds greatest"
Level 7: 64 PPV, Great Grand Master "Best in the world"
Above level 7: Super Hero Powerful
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If flight was 20, and our PPV value has been quartered, then flight special PPV should be 5. With that in mind, the PPV of Stride should be stride. (Stride = it's own PPV value.)
Reach - Follow these steps to determine the PPV of a race's Reach: 1st, look up the race's reach on the reach and stride PPV table and note that reach's PPV. 2nd, subtract the race's size from this PPV to get a the PPV of the race's reach. The minimum PPV of a race's reach is negative 5.
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I like the way the scales look right now, and I plan to implement them in playtesting soon. Hopefully we will have sufficient playtesting for the next Hack and Slash release fairly soon.
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Sharpness - To evaluate the PPV of a weapon's sharpness, add 3 to the sharpness, and find the PPV of that sum's ability level (see Characters/Abilities/Ability Levels.) The minimum PPV of any sharpness is -2.
For example, +2 sharpness costs 16 PPV (2 plus 3 is 5, and ability level 5 is worth 16 PPV.) For another example, -20 sharpness costs -2 PPV (the minimum PPV of any sharpness is -2.) For yet another example, -1 sharpness costs 2 PPV (-1 plus 3 is 2, and ability level 2 is worth 2 PPV.)
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The easiest thing to do with size is to just have size = PPV. Yes, this is effectively doubling the reletive PPV of size, but it's going to be about that much more valuable now that abilities are 1 level less than they were on average (each ability level doubles PPV.)
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CFGalbraith has made a request for lower PPV levels, because he says having lower PPV makes character generation faster. (From my experience I'de agree with him). I believe we could easily reduce our PPV amounts by 75% !
The first thing we should do, since we openly admit having 1/2 PPV amounts now, is make Ability Level 1/2 cost 1/2 PPV instead of one. Making all the abilities cost half as much automatically reduces our PPV level by one half!
If we lowered the average ability level by just one level, this would also cut the PPV of the average character in half. (We'de be making the "Human Maximum" 6 or 7 instead of 7 or 8.)
I was thinking that hit points should be strength +1, so that races templates don't have to always buy at least one point of strength just to make thier race animated! We'de have to lower the average ability by one anyhow if we were to do this and expect Hit Point levels to remain the same.
(So if we cut the scale in half, AND lowered the average ability level by 1, our PPV numbers will be 25% of what they are now! The "20 PPV character" would be a real possibility. If we did this, we'de want running skill to give an extra half meter reach every 3 (or 3&1/2) levels instead of 4.)
This would make "Normal" characters about 20 to 25 PPV, Advanced/Heroic PPV characters about 40 to 50 PPV, and superhero characters about 80 to 100 PPV.
It would also make ability levels likes so:
Level 1: 1 PPV, a Novice Student
Level 2: 2 PPV, a Intermediate Student
Level 3: 4 PPV, an Advanced Student
Level 4: 8 PPV, Expert "qualified to teach"
Level 5: 16 PPV, Master "no one doubts his abiities"
Level 6: 32 PPV, Grand Master "one of the worlds greatest"
Level 7: 64 PPV, Great Grand Master "Best in the world"
Above level 7: Super Hero Powerful
If flight was 20, and our PPV value has been quartered, then flight special PPV should be 5. With that in mind, the PPV of Stride should be stride. (Stride = it's own PPV value.)
Here's the Race PPV scale for stride that we recomend:
Stride (meters) ~ PPV
0.5 ~ 0.5
1.0 ~ 1.0
1.5 ~ 1.5
2.0 ~ 2.0
2.5 ~ 2.5
3.0 ~ 3.0
3.5 ~ 3.5
4.0 ~ 4.0
4.5 ~ 4.5
5.0 ~ 5.0
5.5 ~ 5.5
6.0 ~ 6.0
6.5 ~ 6.5
7.0 ~ 7.0
7.5 ~ 7.5
8.0 ~ 8.0
And negetive PPV stride starts at 3 hit points per meter, at negetive -0 PPV
Hit points per meter stride ~ PPV
3 ~ 0 PPV
4 ~ -0.5 PPV
5 ~ -1 PPV
6 ~ -1.5 PPV
7 ~ -2.0 PPV
8 ~ -2.5 PPV
9 ~ -3.0 PPV
(Just in case someone wants to make some slow walking rock golems, or ultra small creatures who can't go fast.)
Here's what the new limb PPV would be:
Primary Limbs = 2 PPV
Secondary Limbs = 1 PPV
Other Limbs = 0.5 PPV
(We got lucky here, the PPV was divisible by 4 in terms of 1/2 PPV.)
Reach - Follow these steps to determine the PPV of a race's Reach: 1st, look up the race's reach on the reach and stride PPV table and note that reach's PPV. 2nd, subtract the race's size from this PPV to get a the PPV of the race's reach. The minimum PPV of a race's reach is negative 5.
Each level of Lame should reduce all movement distances by 20% (or 10% per half level).
I think the new disability scale should just be a negeitive reflection of the ability scale:
Disability level ~ PPV
0.5 ~ 0 to -0.5
1.0 ~ -1.0
1.5 ~ -1.5
2.0 ~ -2.0
2.5 ~ -2.5
3.0 ~ -3.0 to -4.0
3.5 ~ -4.5 to -6.0
4.0 ~ -6.5 to -8.0
4.5 ~ -8.5 to -12.0
5.0 ~ -12.5 to - 16.0
I like the way the scales look right now, and I plan to implement them in playtesting soon. Hopefully we will have sufficient playtesting for the next Hack and Slash release fairly soon.
Sharpness - To evaluate the PPV of a weapon's sharpness, add 3 to the sharpness, and find the PPV of that sum's ability level (see Characters/Abilities/Ability Levels.) The minimum PPV of any sharpness is -2.
For example, +2 sharpness costs 16 PPV (2 plus 3 is 5, and ability level 5 is worth 16 PPV.) For another example, -20 sharpness costs -2 PPV (the minimum PPV of any sharpness is -2.) For yet another example, -1 sharpness costs 2 PPV (-1 plus 3 is 2, and ability level 2 is worth 2 PPV.)
The easiest thing to do with size is to just have size = PPV. Yes, this is effectively doubling the reletive PPV of size, but it's going to be about that much more valuable now that abilities are 1 level less than they were on average (each ability level doubles PPV.)
This Size PPV rule should have been listed under Scales with all of the other Lower PPV adaptations.