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Special Abilities

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questccg
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Hi all,

I am having a bit of difficulty thinking about how *Special Abilities* should be handled for player characters (PCs).

Basically each Character class has 6 Special Skills. Some are common to several classes others are unique to a specific class.

To make a long story short, I think it should be that a player *Chooses* to use a Special Skill.

My problem is finding a way to make it such that these skills are *renewed* (made available AGAIN).

If the character rests, well that is one way. But anyone have any other novel suggestions???

Many thanks.

Stormyknight1976
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Joined: 04/08/2012
Special Abilities

Accessories, Items, Relics, Meditation, Herbs, Spells?

Stormyknight1976
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Other ways?

Action turns? Say after 5 turns the player special abilities are renewed? Or how about spin the dial. Health points are on the dial. Players spins the dial and what ever the arrow lands on this tells how much the player has aquired to charge the abilities? edit: Not health points. I mean special ability points. Or a percentage dial?

questccg
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Hmm...

Stormyknight1976 wrote:
Accessories, Items, Relics, Meditation, Herbs, Spells?

I'm not certain I understand.

My problem lies in tracking when Special Abilities are *renewed*. I can figure out how to deplete them: invert the card so that it is upside down. This means that this Special Ability has been used.

Now I need to figure out how to *renew* it.

questccg
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Action turns... how???

Stormyknight1976 wrote:
Action turns

I am using Action Points (AP) to control the flow of the game. For example a Fighter has 6 APs per turn. He can therefore fight 2 melee combats (3 points each) or just one combat and then uses a health potion (for 1 AP). He would then be left of 2 APs (and he can for example de-equip/equip an item for 2 APs).

There was a suggestion saying I should use Dice (like 4 dice) and that could determine which Special Ability is used. As I said in my initial post, I want the PLAYER to decide which skill he uses and when (not determine by random rolling of dice).

The problem is figuring out when the skill should be *renewed*.

questccg
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Got an idea...

Stormyknight1976 wrote:
Action turns

Maybe it should be that using a Special Ability cost 4 APs! Most classes would not be able to do much more than use the special ability... And they renew each turn (unless specified otherwise).

Like "Bloodlust" would take 4 APs and would DOUBLE next successful attack. But the skill can be used on multiple turns and is depleted until it gets applied to combat...

Stormyknight1976
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Thinking it over

I read your newest post and thought you needed ways to renew the character special abilities. That is when I suggested the accessories, items etc. The action turns were to have the player after every 5 turns or 5 combat attacks have the special ability renewed. Seems I didnt see the other post you have mentioned about tracking the special abilities to "Renew" the abilities. I will try again from another point of view.

Stormyknight1976
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That would work

That would work.

questccg
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Not certain...

questccg wrote:
Maybe it should be that using a Special Ability cost 4 APs!

Fnck... It does not work with another Special Skill which is *Charge!*: melee attack only cost 2 APs.

So in theory a Fighter with 6 APs, should be able to attack 3 times this turn...

If I make it cost 4 APs, then there are only 2 APs left on this turn... So 1 attack (instead of 3).

However I could make the Ability last for 2 turns. Which would mean on his NEXT turn, he would have 3 attacks. So in 2 turns, 4 attacks. Which is exactly what he has INITIALLY: 2 melee attacks per turn...

Damn I thought I had it figured out... Need another solution...

MarkKreitler
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Rotating cards

Hi Quest,

In the past, I've used the following system:

-- Each skill comes on a separate card.
-- Depending on the skill, the cost to execute is 1, 2, or 3 points.
-- Each skill card has numbers on each edge that are right-side-up when that edge is at the top.
For example, a 3 point skill has the number 3 on the top, 0 on the left edge, 1 on the bottom, and 2 on the right edge.
-- When the player uses a skill, he rotates the card until the 0 is along the top.
-- At the start of each turn, the active player rotates all his skill cards to the next highest number.
-- When a skill has returned to it's original "right side up" facing, with the big number along the top, it's ready to use again.

questccg
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Got de-railed

MarkKreitler wrote:
In the past, I've used the following system:

-- Each skill comes on a separate card.
-- Depending on the skill, the cost to execute is 1, 2, or 3 points.
-- Each skill card has numbers on each edge that are right-side-up when that edge is at the top.
For example, a 3 point skill has the number 3 on the top, 0 on the left edge, 1 on the bottom, and 2 on the right edge.
-- When the player uses a skill, he rotates the card until the 0 is along the top.
-- At the start of each turn, the active player rotates all his skill cards to the next highest number.
-- When a skill has returned to it's original "right side up" facing, with the big number along the top, it's ready to use again.

I was going to use this sort of mechanism - but for some reason I stopped because I thought players could use multiple skills. I know it is possible to track all of them your way - just you run out of PLAY SPACE lol. So I am thinking is it so bad to restrict it to ONE Special Ability at a time??? Then you need to wait for the depletion time...

I kinda like it! It paces the game with the wait for depletion - and this way *powerful* skills would get used less often because it prevents a player from playing another skill... Like if you are in the heat of a battle, it would make sense to use Charge! and it costs 3 turns. So for 1 turn you get 3 melee attacks. And something like Bloodlust would cost 2 turns, since it doubles your next successful attack.

MarkKreitler
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No problem

Easy enough to adapt if you don't want players to have access to multiple skills at once. You can use a single "skill tracker" card with numbers 0-3 and have the players rotate to the appropriate side when they use a particular skill.

For instance, a Barbarian's skill card might look like this:

Bloodlust: 3
Will of Steel: 3
Charge: 2
Resist Magic: 2
No Pain: 1
Hawkeye: 1

It's both a quick reference for skill costs and the means to track the current number of skill points.

abdantas
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tracker

in my game there are two different kinds of currency,
adrenaline/power that gets built up when successfull attack and defense are executed
and coins; which you get when a player or minion is killed, or play a treasure card.

to use most special abilities in my game,
first you need to pay the coin cost for it to become available
then to use it you have to pay the power cost.

at least to me that makes the abilities, especially the expensive ones take a while to be able to be used.
once bought though, you can keep it for an indefinate ammount of time.
till the end of the game unless someone makes you discard it.

questccg
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Rotating cards

MarkKreitler wrote:
Easy enough to adapt if you don't want players to have access to multiple skills at once. You can use a single "skill tracker" card with numbers 0-3 and have the players rotate to the appropriate side when they use a particular skill.

I will use the original concept of rotating ONE *Special Skill* at a time.

I was still working out certain skills for various character classes. My co-designer made some great suggestions that I am now implementing. For example, a thieve's Special Skill called *Roll*. What it does is allow you to roll through to the other side of a enemy blockade. When there are encounters with 8 enemies, it is easy for this small army to block your way.

We are ALMOST finished with Special Skills. Only one last class to complete, the Ranger who currently only has 3 of out 6 skills. It's been *tough* and slow creating fun skills.

Oh yeah, if anyone has ideas for *Special Skills* for the Ranger class, feel free to let me know... :)

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