MRPG Facet List OLD

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Revision as of 20:47, 20 July 2012 by CourseDirector (talk | contribs) (Facet Notes)
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The game is designed to allow a high degree of customization or personalization, encouraging each gamer to develop a play style that they find entertaining. There is no "right" or "wrong" way to play a specific class.

Types

Facts come in two flavors: active and passive. A passive facet is one that is "always on" and thus has some sort of permanent effect. An active facet is on that must be temporarily "switched on" to have its effect.

Availability

Facets are not class-specific, but rather are based on proficiencies, if you do not have a given proficiency you cannot learn the facet. This is similar to spells, once you take the proficiency, you gain access to the spells.

Facet Trees

Facets will mostly be learned through a tree-system whereby adding points to 'take' one facet exposes others. Facet Trees will be sorted by proficiency.

Facet List

This will eventually be a list of facets and their dependencies, probably in table-form.

Proficiency Focus Facets

Each proficiency has a focus-facet as the first in a facet-chain.

Sample Weapon Facet-Chain:

CostNameDescription
1Weapon Focus: BladedGrants a +1 per-level bonus to Weapon Proficiency: Bladed whenever the player uses a bladed weapon.
3Weapon Focus: SwordsGrants an additional +1 per-level bonus Weapon Proficiency: Bladed, as well as adding +1 per-level to Mortal Damage.
10Weapon Focus: Bastard SwordsGrants 1 additional attack dice

Each weapon sub-type(and there are a lot of them) will have basically an identical chain substituting the different weapon-types.

Facet Notes

These are facets that need to be made when the facet system is eventually developed:

  • A facet-chain to allow players with a high medicine Skill to use it to increase their healing effects on others.
  • A facet-chain that essentially negates the need for Tinker in order to open locks.

See Also