Difference between revisions of "Test Page 5"

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So let's talk about this notion of subclass.
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Just some stuff.
  
=Subclass=
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=Injuries=
A subclass is a set of abilities that are useful and interesting, but do not warrant a full class in and of themselves. They augment a character's abilities, rather than represent a full breadth of what a character is capable of.
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One of the main complaints about 4e style healing - which is what we're using, basically - is that it can't sensibly model long-term injuries. You heal ''completely'' after a long rest: you get all your hit points back, and all your healing surges, and it's like nothing ever happened.
  
Some original d20 classes, such as the bard and the rogue, are now subclasses. These classes have useful and thematic abilities, but are no longer justifiable as full classes in Trinity, due to our different balance paradigm.
+
In the course of our games since implementing this particular approach to hit points, one thing I've noticed is that - with the exception of ''regen'' - players don't seem to look for healing until they're down. While this may be a function of our current game being filled with only casters, I've also noticed a general trend of not looking for ways to mitigate damage.
 +
 
 +
I am hesitant to remove ''regen'' because it feels thematically important to how Trinity works: we've got a significant undercurrent of FF feel going on, and I feel that messing with that would be to our detriment. So I don't want to get rid of it.
 +
 
 +
But at the same time, it's done weird things to our approach to healing and handling wounds and such. So, I think we may try to rectify this.
  
 
==Overview==
 
==Overview==
Taking up a subclass is as simple as spending a feat. Once you purchase the introductory feat for a subclass, you can acquire any feat with that subclass type.
+
Hit points are a weird abstraction of your ability to avoid an attack, dodge or otherwise juke around to turn a serious blow into a less lethal one, and just general combat endurance. That we have the ''bloodied'' condition should tell you something about this: basically until you're below 50% hit points, you are essentially untouched. Maybe got a few scrapes and bruises, but you're not actually hurt in any real meaningful way. That said, the LM saying things like "the ''cure'' spell invigorates you and closes your wounds" is just as valid if you are 25% of max HP or 75% - you still have wounds while not ''bloodied'', they're just not dangerous or impairing you in any real way.
  
You do not have levels in a subclass, though subclasses do have a level analogue: ''degree''. Your degree in a subclass is equal to the number of subclass feats you have taken for it. Some subclass feats have effects dependent upon your degree.
+
Injuries are intended to change this.
  
Subclasses do not modify your BAB, saving throws, or other class features as you gain degrees. While some may grant you a bonus to your BAB or saves, they do not have strict progressions like classes.
+
 
  
===Subclasses and Class Skills===
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{| class="collapsible" width="100%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
Some subclasses may grant new class skills.
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! colspan="13;" style="background:#4A777A;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Broken Arm</font></div>
 +
|-
 +
| rowspan="2" colspan="2"|At least one of the bones in your arm has been broken, prohibiting its use. If it doesn't heal soon, the break may fester, eventually leading to death. || colspan="2"|'''Attack:''' +12 vs Fort
 +
|-
 +
| colspan="2"|'''Endurance:''' improve DC 23; maintain DC 20
 +
|-style="background:#C7D5D6;"
 +
|width="25%"|'''0'''
 +
|width="25%"|'''1'''
 +
|width="25%"|'''2'''
 +
|width="25%"|'''3'''
 +
|-
 +
|You are cured. || '''Initial Effect:''' You cannot make use of the injured arm. You cannot use two-handed weapons, and you can only wield a single light or one-handed weapon, implement, or shield at a time. You suffer a -2 penalty on Acrobatics, Athletics, and Thievery checks. || The infected break becomes painful. Increase skill penalties to -5, and you cannot use the arm in any way. || Gangrene sets in. Increase the skill penalties to -10, and you cannot use the arm in any way. You lose one healing surge that cannot be regained until you are cured; each subsequent failure causes you to lose an additional healing surge. If you begin the day with no healing surges, you gain ''dead''.
 +
|}
  
Class skills granted by subclasses grant a class bonus equal to your degree in its subclass. If two subclasses grant the same class skill, use the highest degree among your subclasses to determine your class bonus to the skill.
+
&nbsp;
  
==Subclass List==
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So basically what happens here, is that after a ''long rest'' (or every 24 hours if you're being cheeky and trying to avoid this nonsense), you have to make a check. If you suck, you go down the track (from 1 to 2, to 3, and so on). If you make the check, you get better, and go up the track (from 2 to 1, to 0).
I'm still working on this list. Given that I'm not sure if we're going with three core classes for each Force or four, the subclass list will definitely hinge upon that decision.
+
  
=Feats=
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The real question is - when would you get these? How do you mitigate them?
The following are a selection of feats that are relevant to ... this notion.
+
 
 +
===Getting Injuries===
 +
So I've got a few thoughts on when or how you might get these.
 +
 
 +
First, though, I want to specify - I don't think players can cause these to monsters. These are intended to model long-term effects, and that's an awful lot of book-keeping for the LM to have to deal with if players are causing broken bones and what-not all over the place. That said, these may have "neat effects" that players want to cause - if you're fighting a jerk who's using a two-handed weapon, being able to break one of his arms so that he can't use it anymore is a neat thing to do that players may want to have as an option. So I'm not ruling it out, but in general, as a player, you can maybe somehow cause the initial effect of an injury, but I'm not going to expect the LM to track it any further than that. Narratively, maybe, but certainly not mechanically.
 +
 
 +
Anyway. So, there's a couple options for causing these.
 +
 
 +
* '''Crits.''' Rather than taking more damage from a crit, you take an injury instead. I'm not sure if this would be a choice deal - for instance, as a player, you could say "oh, this guy crit me... I'll take an injury instead of the extra damage" sort of thing - or if it's a hard point of getting crit'd. Making it a guaranteed thing feels... overly random and potentially very punishing, though, so I'm not sure.
 +
* '''Dropping to 0.''' Part of the goal here, I think, is to make players wary of dropping to 0 hit points. It's not a good thing, you don't want to do it. So if we give an injury upon hitting 0, that may encourage players to avoid this happening. That said, it has some issues - it might lead to a death spiral of sorts, which is not cool. That and let's say you get back up with a few hit points after hitting 0, then get smacked again - do you really need another injury?
 +
** '''Trading injuries for death saves.''' As an addendum to this idea, maybe you can accept an injury instead of accepting a failed death save. This is... really weird, from a narrative standpoint, and basically says "in retrospect, that hit from that hammer hurt a lot more than you thought it did." I'm not sure how okay we are with this kind of retroactive stuff, though.
 +
* '''Some fraction of hit points.''' Perhaps if an attack does an overwhelming amount of damage to you, it gives you an injury. Say the threshold is your healing surge value - any attack that does more damage than that causes an injury.
 +
 
 +
===Healing Injuries===
 +
Normal effects that heal hit points don't fix injuries. You need dedicated effects, or to make the checks to get over the injury.
 +
 
 +
=Keys=
 +
I am still sometimes disappointed by the limitations of the D&D xp model. We've tried to work around it, but... at the end of the day, combat gives you guaranteed xp, and the LM sometimes give you story rewards.
 +
 
 +
We need to fix this.
 +
 
 +
==Overview==
 +
What are keys? Keys are a small game mechanic that inform your character's ability to gain xp. If you have no keys, you cannot gain xp.
 +
 
 +
Keys come in many flavors. Races (which really here means "cultures") can give you keys, and your class always gives you a key. You can pick up keys over the course of an adventure, and you might select - or be given - a key at the start of a campaign or adventure, to help give your character motivation.
 +
 
 +
In play, the purpose of a key is to ''encourage behavior''. For instance, the ''Key of the Barbarian'' gives you xp for using your [[Class: Berserker|berserker]] Provoke class feature, and punishes you for willingly taking on the ''fade'' status (which makes creatures unable or less likely to attack you). This is intended to encourage a certain style of play: in this case, the key makes you want to try to take on foes head-on, while avoiding abilities that would prevent them from engaging you.
 +
 
 +
The original system that presented keys was a bit too... unfocused, though, and made weird assumptions about how many keys you could have and when you could gain them. I think those assumptions held the idea back. The idea is very much tenable - we just need to work out the kinks.
 +
 
 +
==Keys and your Ring==
 +
I don't know if a ''keyring'' would actually be a mechanical construct in this layout, but it's a concept to keep in mind, just in case.
 +
 
 +
I see characters as having, at 1st level, at the very least, three keys:
 +
 
 +
* A class key, given to them by their class
 +
* A background/culture key, given to them by their race, or their background
 +
* A story key, chosen from a list of keys appropriate to the adventure at hand
 +
 
 +
This would be an example of a class key...
  
 
&nbsp;
 
&nbsp;
  
<div id="Explorer_Training">
+
<div id="Key of the Barbarian">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#828282;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXPLORER TRAINING [Explorer]</font></div>
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF THE BARBARIAN</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You've been out in the world and in the secret places there a few times, enough to know what not to touch.
+
|You revel in the glory of combat.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' Disable Device becomes a permanent class skill for you, and you gain the Trapfinding ability.
+
|'''Key - Class (Berserker)'''
 
|-align="left"  
 
|-align="left"  
|You gain degree of Explorer 1.
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|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp when you use your ''provoke'' ability against a standard creature of your level or higher.
 +
|-align="left"
 +
|You gain 3 xp when you use your ''provoke'' ability against an elite or solo creature of your level or higher.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly gain the ''fade'' status, this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 
|}
 
|}
 
</div>
 
</div>
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&nbsp;
 
&nbsp;
  
-----
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These next three I like less, but... well, important to keep ideas flowing.
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Key of the Berserker">
! colspan="8;" style="background:#CD6839;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Explorer</font></div>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF THE BERSERKER</font></div>
|-
+
|-style="background:white;" align="left"  
|width="15%"|'''Degree'''
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|You revel in the destruction of those who would oppose you.
|width="25%" align="left"|'''Job Feature'''
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|-align="left"  
|width="10%"|'''HP'''
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|'''Key - Class (Berserker)'''
|width="10%"|'''JP'''
+
|-align="left"  
|width="10%"|'''BAB'''
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
|width="10%"|'''Fort'''
+
|-align="left"  
|width="10%"|'''Ref'''
+
|You gain 5 xp when you defeat a ''named'' elite or solo creature of your level or higher.
|width="10%"|'''Will'''
+
|-align="left"  
|-
+
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
|I || align="left"|Trapfinding || &nbsp; || 1 || &nbsp; || &nbsp; || +1 || &nbsp;
+
|-align="left"  
|-style="background:#E0A183;"
+
|If you willingly retreat from a combat with a ''named'' elite or solo creature of your level or higher, this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
|II || align="left"|Evasion || &nbsp; || 2 || &nbsp; || &nbsp; || &nbsp; || &nbsp;
+
|-
+
|III || align="left"|Uncanny Dodge || &nbsp; || 1 || &nbsp; || +1 || &nbsp; || &nbsp;
+
|-style="background:#E0A183;"
+
|IV || align="left"|Trap Sense || &nbsp; || 2 || &nbsp; || &nbsp; || +2 || &nbsp;
+
|-
+
|V || align="left"|Improved Uncanny Dodge || &nbsp; || 1 || &nbsp; || &nbsp; || &nbsp; || &nbsp;
+
|-style="background:#E0A183;"
+
|VI || align="left"|Explorer Talent || &nbsp; || 2 || &nbsp; || +1 || &nbsp; || &nbsp;
+
|-
+
|VII || align="left"|Explorer Talent || &nbsp; || 1 || &nbsp; || &nbsp; || +1 || &nbsp;
+
|-style="background:#E0A183;"
+
|VIII || align="left"|Explorer Talent || &nbsp; || 2 || &nbsp; || &nbsp; || &nbsp; || &nbsp;
+
|-
+
|IX || align="left"|Explorer Talent || &nbsp; || 1 || &nbsp; || +1 || &nbsp; || &nbsp;
+
|-style="background:#E0A183;"
+
|X || align="left"|Explorer Talent || &nbsp; || 2 || &nbsp; || &nbsp; || +2 || &nbsp;
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
=Explorer=
+
<div id="Key of the Defiant">
[[Image:The_urban_explorer_by_luches-d3ll5ka.jpg|thumb|450px|right|Trish, iconic explorer]]
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
: ''"There's a whole lot out there to see."''
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF THE DEFIANT</font></div>
 +
|-style="background:white;" align="left"
 +
|You encourage your enemies to hit you: it just makes their eventual loss all the sweeter.
 +
|-align="left"
 +
|'''Key - Class (Berserker)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 3 xp whenever you take damage equal to or greater than your ''healing surge value''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly use an ally as ''cover'', this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 +
|}
 +
</div>
  
There are plenty of places to explore in the worlds of Trinity: ancient ruins lost to the ravages of time; desolate lands that haven't seen a sentient face in ages; and many other secrets. Those who would investigate these mysteries tend to find that a certain set of skills serves them well, even if not within the usual forte that is their chosen profession. Some hire other individuals who have gained these skills; others choose to study the skills themselves, and in the process, become explorers.
+
&nbsp;
  
Explorers come from all walks of life, and for nearly every profession, one can find someone who is also an explorer. Some are rogues and outcasts; some are professors or teachers; while others are simply born adventurers, and find that having the additional skills this job lends useful, if not life-saving.
+
<div id="Key of Deliverance">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF DELIVERANCE</font></div>
 +
|-style="background:white;" align="left"
 +
|What is best in life? To slay your foes, and hear the lamentations of those dear to them.
 +
|-align="left"
 +
|'''Key - Class (Berserker)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp whenever you ''bloody'' a creature of your level or higher.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly use an ally as ''cover'', this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 +
|}
 +
</div>
  
==Game Rule Information==
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&nbsp;
Explorers have the following game statistics.
+
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
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...while this might be a story key...
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
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&nbsp;
  
'''Abilities:''' Dexterity and Perception are among the most important abilities for an explorer, who relies on skills based off of those abilities to deal with traps, locks, and other hazards.
+
<div id="Torch_Key">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">PUT THE "TORCH" BACK IN TORCH</font></div>
 +
|-style="background:white;" align="left"
 +
|The enormous flame for which the city of Torch was named has gone out! You're on a quest to find a way to relight it, and bring prosperity back to the town.
 +
|-align="left"
 +
|'''Key - Story (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 5 xp whenever you defeat a ''named'' elite or solo creature beneath Torch.
 +
|-align="left"
 +
|You gain 10 xp whenever you discover a new ''zone'' beneath Torch.
 +
|-align="left"
 +
|You gain 20 xp when you relight the fire of Torch, and you ''lose'' this ''key''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|Whenever you take a ''long rest'' without having spent at least five hands (one hour) in the caverns beneath Torch since your last ''long rest'', you lose 2 xp. If you lose 10 xp in this way, you ''lose'' this ''key''.
 +
|}
 +
</div>
  
'''Job Skills:''' The explorer's job skills are Balance (Dex), Climb (Str), Disable Device (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (dungeoneering) (Int), Listen (Per), Move Silently (Dex), Open Lock (Dex), Search (Per), Sleight of Hand (Dex), Stealth (Dex), Spot (Per), Swim (Str), and Tumble (Dex).
+
&nbsp;
  
==Job Features==
+
<div id="Khonnir_Key">
All of the following are job features of the explorer.
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">SAVE THE COUNCILMAN, SAVE THE TOWN</font></div>
 +
|-style="background:white;" align="left"
 +
|The councilman Khonnir Baine of Torch has gone missing. Your goal is to find him and, if possible, bring him back to Torch.
 +
|-align="left"
 +
|'''Key - Story (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 5 xp whenever you find a clue related to one of the previous expeditions into the caverns below Torch.
 +
|-align="left"
 +
|You gain 10 xp whenever you find a clue related to Khonnir's whereabouts.
 +
|-align="left"
 +
|You gain 20 xp when you find and return Khonnir to Torch, and you ''lose'' this ''key''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|Whenever you take a ''long rest'' without having spent at least five hands (one hour) in the caverns beneath Torch since your last ''long rest'', you lose 2 xp. If you lose 10 xp in this way, you ''lose'' this ''key''.
 +
|}
 +
</div>
  
'''Trapfinding:'''  Explorers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
+
&nbsp;
  
Finding a normal trap has a DC of at least 20, or higher if it is well hidden. Finding a force-aligned trap has a base DC of 25, with a modifier based the force effect used to create it.
+
Yeah... maybe. Might need some work, though.
  
Explorers can use the Disable Device skill to disarm force-aligned traps. A force-aligned trap generally has a base DC of 25, with a modifier based upon the force effect used to create it.
+
&nbsp;
  
An explorer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
+
<div id="Against_the_Congress_Key">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">AGAINST THE CORPORATE CONGRESS</font></div>
 +
|-style="background:white;" align="left"
 +
|You have a deep-seated hatred for the Corporate Congress of Ganymede - and are perhaps even in open rebellion against it.
 +
|-align="left"
 +
|'''Key - Background (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 +
|-align="left"
 +
|You gain a +2 key bonus to ''attack rolls'' against creatures with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp when you defeat a standard creature of your level or higher with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|You gain 3 xp when you defeat an elite or solo creature of your level or higher with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|You gain 5 xp when you defeat a ''named'' elite or solo creature of your level or higher with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly associate with, work with, or assist a creature with the ''agent of the corporate congress'' quality whose ethos does not match your own, you lose 5 xp and ''lose'' this ''key''.
 +
|}
 +
</div>
  
'''Evasion:''' At 2nd degree and higher, an explorer can avoid even force effects and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the explorer is wearing light armor or no armor. A [[D20_Mechanic:_Status_Effects#Helpless|helpless]] explorer does not gain the benefit of evasion.
+
&nbsp;
  
'''Uncanny Dodge:''' Starting at 3rd degree, an explorer can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An explorer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
+
<div id="Ganymede_Archaeologist_Key">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">GANYMEDIAN ARCHAEOLOGIST</font></div>
 +
|-style="background:white;" align="left"
 +
|You have a fascination with the weird alien tech that sometimes surfaces on Ganymede.
 +
|-align="left"
 +
|'''Key - Background (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 +
|-align="left"
 +
|You gain the Inventor feat as a bonus feat.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 3 xp when you defeat a standard Technological creature or trap of your level or higher with the ''alien tech'' quality.
 +
|-align="left"
 +
|You gain 5 xp when you defeat an elite or solo Technological creature or trap of your level or higher with the ''alien tech'' quality.
 +
|-align="left"
 +
|You gain 5 xp when you find a Technological item with the ''alien tech'' quality.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly destroy a Technological item with the ''alien tech'' quality, you lose 5 xp and ''lose'' this ''key''.
 +
|}
 +
</div>
  
If an explorer already has uncanny dodge from a different class or job, she automatically gains improved uncanny dodge (see below) instead.
+
&nbsp;
  
'''Trap Sense:''' At 4th degree, an explorer gains an intuitive sense that alerts her to danger from traps, giving her a bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps equal to one-half her explorer degree, rounded down. Trap sense bonuses gained from multiple classes stack.
+
<div id="Robot_Slayer_Key">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">ROBOT SLAYER</font></div>
 +
|-style="background:white;" align="left"
 +
|You have a deep-seated hatred of Technology, and especially those creatures that are inherently part of it.
 +
|-align="left"
 +
|'''Key - Background (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 +
|-align="left"
 +
|You gain a +2 key bonus to ''attack rolls'' and a +1 key bonus to ''damage potency'' against Technology ''elementals''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp when you defeat a standard Technological ''elemental'' creature.
 +
|-align="left"
 +
|You gain 3 xp when you defeat an elite or solo Technological ''elemental'' creature.
 +
|-align="left"
 +
|You gain 5 xp when you defeat a ''named'' elite or solo Technological ''elemental'' creature.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly make use of a Technology item or ''device'', this ''key'' does not yield xp until you take a ''short rest'', and you lose 3 xp. If you lose 15 xp in this way, you ''lose'' this ''key''.
 +
|-align="left"
 +
|If you willingly associate with, work with, or assist a creature with a Technology ''force alignment'' quality whose ethos does not match your own, you lose 5 xp and ''lose'' this ''key''.
 +
|-align="left"
 +
|If you gain Technology as a ''force alignment'', you lose 10 xp and ''lose'' this ''key''.
 +
|}
 +
</div>
  
'''Improved Uncanny Dodge:''' An explorer of 5th degree or higher can no longer be flanked.
+
&nbsp;
  
This defense denies other creatures the ability to sneak attack the explorer by flanking her. A creature that has levels or degrees in classes or jobs with four or more total levels or degrees than the explorer in classes and jobs that grant uncanny dodge can be affected by sneak attack from such creatures.
+
==Motivation and XP==
 +
One thing I'm sort of thinking about is that keys are an abstract representation of your character's motivation: adventurers are supposed to be sort of rare, and most people in the world don't rise in level nearly as quickly or as high as PCs. We need to have an in-world explanation for this.
  
If a character already has uncanny dodge (see above) from another class or job, the levels and degrees from the classes and jobs that grant uncanny dodge stack to determine the minimum total of level and job required to flank the character.
+
So my idea here is basically that PCs - and some select NPCs, those who get to high levels - have a stupidly significant amount of motivation. This isn't meant to be like... destiny, or anything like that, the idea here is that adventurers are ''driven'' in ways that normal folk aren't.
  
: '''''Example:''' Trish is an 8th-level unfettered and 5th-degree explorer. Her total level for purposes of others gaining sneak attack is 13, and thus a creature would have to have a total of at least 17 from both levels and degrees in classes and jobs that grant uncanny dodge to be able to sneak attack her.
+
So there might be some abstract measure of your motivation, call it a number. Let's pick 5. You can't have more keys than your motivation at any given time - this includes quest keys (called story keys, above). Over the course of an adventure, you'll pick up quest keys and lose them when they're complete, which doesn't count against your motivation - you're getting stuff done.
  
'''Explorer Talent:''' At 6th degree, and every degree thereafter, the explorer gains an ability that assists her in dungeon-delving and similar activities. Choose one of the talents below.
+
But say you lose a background key. Those are supposed to represent significant parts of who you are as a person, what drives you to succeed in the world (hence why acting in accordance with them gives you xp). If you abandon something that encouraged you to adventure, that gave you the drive and will to succeed, it naturally follows that you're probably questioning yourself a lot, internally. Your drive is reduced.
  
* ''Canny Observer:'' Gain a +4 insight bonus on Listen, Search, and Spot checks.
+
I'm not really sure how to implement that, but I also want to make sure that characters can change - that is, you may transition from hating robots to being a friend of Technology, to try to handle character story arcs.
* ''Expert Leaper:'' When making Jump checks, the explorer is always considered to have a running start. Also, when the explorer deliberately falls, a DC 15 Tumble check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
+
 
* ''Fast Picks:'' An explorer with this talent can use the Open Lock skill to attempt to open a lock as a standard action instead of a full-round action.
+
So really we're just spit-balling here.
* ''Fast Stealth:'' This ability allows the explorer to move at full speed using the Hide and Move Silently skill without penalty.
+
 
* ''Improved Evasion:'' This ability works like evasion, except that while the explorer still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A [[D20_Mechanic:_Status_Effects#Helpless|helpless]] explorer does not gain the benefit of improved evasion.
+
=Main Page Format Change=
* ''Iron Guts:'' The explorer gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all effects that cause the ''nauseated'' or ''sickened'' conditions.
+
Exactly what it says on the tin.
* ''Last Ditch Effort:'' Once per day per two explorer degrees, an explorer with this ability who accidentally activates a trap while attempting to disarm it may immediately attempt another Disable Device check to disarm it, albeit at a –5 penalty. The result of the second check is taken even if the result is lower, and only one secondary attempt can be attempted per trap.
+
 
* ''Ledge Walker:'' The explorer can move along narrow surfaces at full speed using the Balance skill without penalty. In addition, an explorer with this talent is not flat-footed when using Balance to move along narrow surfaces.
+
&nbsp;
* ''Nimble Climber:'' When an explorer with this talent fails a Climb check by 5 or more, she can immediately make another Climb check at the surface’s base DC +10. If successful, she stops her fall by clinging onto the surface. The explorer does not take falling damage when she stops her fall in this manner.
+
 
* ''Quick Disable:'' It takes an explorer with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
+
{|width="90%" align="center"
* ''Quick Scrounge:'' The explorer can search a creature, object, or area in half as much time as normal. If her Search check would normally require a full-round action or less, it becomes one step shorter along the following progression: full-round action, standard action, move action, swift action, immediate action.
+
|- style="height: 6em;"
* ''Survivalist:'' Add Heal and Survival to your list of job skills.
+
| width=50%|
* ''Terrain Mastery:'' Choose a terrain. Due to the explorer's experience in that environment, she gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. She also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment). You can take this talent multiple times; each time you do, choose a new terrain, and increase one terrain's bonuses by +2.
+
 
* ''Trap Spotter:'' Whenever an explorer with this talent comes within 10 feet of a trap, she receives an immediate Search check to notice the trap.
+
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
* ''Wall Scramble:'' An explorer with this talent rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the rogue is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Climb checks.
+
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">Setting</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section has all the information regarding the setting: geography, political bodies, lore, and all that of that sort of thing. If there is important mechanical information relevant to a topic, it will typically provide a link to the relevant mechanics page, but note that some mechanics pages have lore in them, as well.</font>
 +
|}
 +
 
 +
||
 +
 
 +
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
 +
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">[[d20 Mechanics|Mechanics]]</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section is home to all of our Trinity-specific d20 mechanics: a mechanical system that, for the time being, is referred to on this wiki as "t20v4." Everything you need to create and play a character within the context of the worlds of Trinity can be found in this section.</font>
 +
|}
 +
 
 +
|- style="height: 4em;"
 +
| width=50%|
 +
 
 +
&nbsp;
 +
 
 +
|- style="height: 6em;"
 +
| width=50%|
 +
 
 +
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
 +
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">[[Journey]]</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section is home to the game system we spent several years developing, called ''Journey''. Note that it is... incomplete, and at this time my efforts are more focused on making t20v4 behave, in some ways, like we wanted ''Journey'' to behave.</font>
 +
|}
 +
 
 +
||
 +
 
 +
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
 +
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">[[Campaigns|Campaigns]]</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section is a very rough record of the various metaplots, campaigns, and games played in Trinity, generally using both the setting and mechanics, as outlined above. This section is more for record-keeping, but might also eventually be used to store logs and such for various games.</font>
 +
|}
 +
 
 +
|}
 +
 
 +
&nbsp;

Latest revision as of 14:13, 15 February 2018

Just some stuff.

Injuries

One of the main complaints about 4e style healing - which is what we're using, basically - is that it can't sensibly model long-term injuries. You heal completely after a long rest: you get all your hit points back, and all your healing surges, and it's like nothing ever happened.

In the course of our games since implementing this particular approach to hit points, one thing I've noticed is that - with the exception of regen - players don't seem to look for healing until they're down. While this may be a function of our current game being filled with only casters, I've also noticed a general trend of not looking for ways to mitigate damage.

I am hesitant to remove regen because it feels thematically important to how Trinity works: we've got a significant undercurrent of FF feel going on, and I feel that messing with that would be to our detriment. So I don't want to get rid of it.

But at the same time, it's done weird things to our approach to healing and handling wounds and such. So, I think we may try to rectify this.

Overview

Hit points are a weird abstraction of your ability to avoid an attack, dodge or otherwise juke around to turn a serious blow into a less lethal one, and just general combat endurance. That we have the bloodied condition should tell you something about this: basically until you're below 50% hit points, you are essentially untouched. Maybe got a few scrapes and bruises, but you're not actually hurt in any real meaningful way. That said, the LM saying things like "the cure spell invigorates you and closes your wounds" is just as valid if you are 25% of max HP or 75% - you still have wounds while not bloodied, they're just not dangerous or impairing you in any real way.

Injuries are intended to change this.

 

Broken Arm
At least one of the bones in your arm has been broken, prohibiting its use. If it doesn't heal soon, the break may fester, eventually leading to death. Attack: +12 vs Fort
Endurance: improve DC 23; maintain DC 20
0 1 2 3
You are cured. Initial Effect: You cannot make use of the injured arm. You cannot use two-handed weapons, and you can only wield a single light or one-handed weapon, implement, or shield at a time. You suffer a -2 penalty on Acrobatics, Athletics, and Thievery checks. The infected break becomes painful. Increase skill penalties to -5, and you cannot use the arm in any way. Gangrene sets in. Increase the skill penalties to -10, and you cannot use the arm in any way. You lose one healing surge that cannot be regained until you are cured; each subsequent failure causes you to lose an additional healing surge. If you begin the day with no healing surges, you gain dead.

 

So basically what happens here, is that after a long rest (or every 24 hours if you're being cheeky and trying to avoid this nonsense), you have to make a check. If you suck, you go down the track (from 1 to 2, to 3, and so on). If you make the check, you get better, and go up the track (from 2 to 1, to 0).

The real question is - when would you get these? How do you mitigate them?

Getting Injuries

So I've got a few thoughts on when or how you might get these.

First, though, I want to specify - I don't think players can cause these to monsters. These are intended to model long-term effects, and that's an awful lot of book-keeping for the LM to have to deal with if players are causing broken bones and what-not all over the place. That said, these may have "neat effects" that players want to cause - if you're fighting a jerk who's using a two-handed weapon, being able to break one of his arms so that he can't use it anymore is a neat thing to do that players may want to have as an option. So I'm not ruling it out, but in general, as a player, you can maybe somehow cause the initial effect of an injury, but I'm not going to expect the LM to track it any further than that. Narratively, maybe, but certainly not mechanically.

Anyway. So, there's a couple options for causing these.

  • Crits. Rather than taking more damage from a crit, you take an injury instead. I'm not sure if this would be a choice deal - for instance, as a player, you could say "oh, this guy crit me... I'll take an injury instead of the extra damage" sort of thing - or if it's a hard point of getting crit'd. Making it a guaranteed thing feels... overly random and potentially very punishing, though, so I'm not sure.
  • Dropping to 0. Part of the goal here, I think, is to make players wary of dropping to 0 hit points. It's not a good thing, you don't want to do it. So if we give an injury upon hitting 0, that may encourage players to avoid this happening. That said, it has some issues - it might lead to a death spiral of sorts, which is not cool. That and let's say you get back up with a few hit points after hitting 0, then get smacked again - do you really need another injury?
    • Trading injuries for death saves. As an addendum to this idea, maybe you can accept an injury instead of accepting a failed death save. This is... really weird, from a narrative standpoint, and basically says "in retrospect, that hit from that hammer hurt a lot more than you thought it did." I'm not sure how okay we are with this kind of retroactive stuff, though.
  • Some fraction of hit points. Perhaps if an attack does an overwhelming amount of damage to you, it gives you an injury. Say the threshold is your healing surge value - any attack that does more damage than that causes an injury.

Healing Injuries

Normal effects that heal hit points don't fix injuries. You need dedicated effects, or to make the checks to get over the injury.

Keys

I am still sometimes disappointed by the limitations of the D&D xp model. We've tried to work around it, but... at the end of the day, combat gives you guaranteed xp, and the LM sometimes give you story rewards.

We need to fix this.

Overview

What are keys? Keys are a small game mechanic that inform your character's ability to gain xp. If you have no keys, you cannot gain xp.

Keys come in many flavors. Races (which really here means "cultures") can give you keys, and your class always gives you a key. You can pick up keys over the course of an adventure, and you might select - or be given - a key at the start of a campaign or adventure, to help give your character motivation.

In play, the purpose of a key is to encourage behavior. For instance, the Key of the Barbarian gives you xp for using your berserker Provoke class feature, and punishes you for willingly taking on the fade status (which makes creatures unable or less likely to attack you). This is intended to encourage a certain style of play: in this case, the key makes you want to try to take on foes head-on, while avoiding abilities that would prevent them from engaging you.

The original system that presented keys was a bit too... unfocused, though, and made weird assumptions about how many keys you could have and when you could gain them. I think those assumptions held the idea back. The idea is very much tenable - we just need to work out the kinks.

Keys and your Ring

I don't know if a keyring would actually be a mechanical construct in this layout, but it's a concept to keep in mind, just in case.

I see characters as having, at 1st level, at the very least, three keys:

  • A class key, given to them by their class
  • A background/culture key, given to them by their race, or their background
  • A story key, chosen from a list of keys appropriate to the adventure at hand

This would be an example of a class key...

 

KEY OF THE BARBARIAN
You revel in the glory of combat.
Key - Class (Berserker)
EXPERIENCE
You gain 1 xp when you use your provoke ability against a standard creature of your level or higher.
You gain 3 xp when you use your provoke ability against an elite or solo creature of your level or higher.
COUNTER
If you willingly gain the fade status, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

These next three I like less, but... well, important to keep ideas flowing.

 

KEY OF THE BERSERKER
You revel in the destruction of those who would oppose you.
Key - Class (Berserker)
EXPERIENCE
You gain 5 xp when you defeat a named elite or solo creature of your level or higher.
COUNTER
If you willingly retreat from a combat with a named elite or solo creature of your level or higher, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

KEY OF THE DEFIANT
You encourage your enemies to hit you: it just makes their eventual loss all the sweeter.
Key - Class (Berserker)
EXPERIENCE
You gain 3 xp whenever you take damage equal to or greater than your healing surge value.
COUNTER
If you willingly use an ally as cover, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

KEY OF DELIVERANCE
What is best in life? To slay your foes, and hear the lamentations of those dear to them.
Key - Class (Berserker)
EXPERIENCE
You gain 1 xp whenever you bloody a creature of your level or higher.
COUNTER
If you willingly use an ally as cover, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

...while this might be a story key...

 

PUT THE "TORCH" BACK IN TORCH
The enormous flame for which the city of Torch was named has gone out! You're on a quest to find a way to relight it, and bring prosperity back to the town.
Key - Story (Iron Gods)
EXPERIENCE
You gain 5 xp whenever you defeat a named elite or solo creature beneath Torch.
You gain 10 xp whenever you discover a new zone beneath Torch.
You gain 20 xp when you relight the fire of Torch, and you lose this key.
COUNTER
Whenever you take a long rest without having spent at least five hands (one hour) in the caverns beneath Torch since your last long rest, you lose 2 xp. If you lose 10 xp in this way, you lose this key.

 

SAVE THE COUNCILMAN, SAVE THE TOWN
The councilman Khonnir Baine of Torch has gone missing. Your goal is to find him and, if possible, bring him back to Torch.
Key - Story (Iron Gods)
EXPERIENCE
You gain 5 xp whenever you find a clue related to one of the previous expeditions into the caverns below Torch.
You gain 10 xp whenever you find a clue related to Khonnir's whereabouts.
You gain 20 xp when you find and return Khonnir to Torch, and you lose this key.
COUNTER
Whenever you take a long rest without having spent at least five hands (one hour) in the caverns beneath Torch since your last long rest, you lose 2 xp. If you lose 10 xp in this way, you lose this key.

 

Yeah... maybe. Might need some work, though.

 

AGAINST THE CORPORATE CONGRESS
You have a deep-seated hatred for the Corporate Congress of Ganymede - and are perhaps even in open rebellion against it.
Key - Background (Iron Gods)
POWERS
You gain a +2 key bonus to attack rolls against creatures with the agent of the corporate congress quality.
EXPERIENCE
You gain 1 xp when you defeat a standard creature of your level or higher with the agent of the corporate congress quality.
You gain 3 xp when you defeat an elite or solo creature of your level or higher with the agent of the corporate congress quality.
You gain 5 xp when you defeat a named elite or solo creature of your level or higher with the agent of the corporate congress quality.
COUNTER
If you willingly associate with, work with, or assist a creature with the agent of the corporate congress quality whose ethos does not match your own, you lose 5 xp and lose this key.

 

GANYMEDIAN ARCHAEOLOGIST
You have a fascination with the weird alien tech that sometimes surfaces on Ganymede.
Key - Background (Iron Gods)
POWERS
You gain the Inventor feat as a bonus feat.
EXPERIENCE
You gain 3 xp when you defeat a standard Technological creature or trap of your level or higher with the alien tech quality.
You gain 5 xp when you defeat an elite or solo Technological creature or trap of your level or higher with the alien tech quality.
You gain 5 xp when you find a Technological item with the alien tech quality.
COUNTER
If you willingly destroy a Technological item with the alien tech quality, you lose 5 xp and lose this key.

 

ROBOT SLAYER
You have a deep-seated hatred of Technology, and especially those creatures that are inherently part of it.
Key - Background (Iron Gods)
POWERS
You gain a +2 key bonus to attack rolls and a +1 key bonus to damage potency against Technology elementals.
EXPERIENCE
You gain 1 xp when you defeat a standard Technological elemental creature.
You gain 3 xp when you defeat an elite or solo Technological elemental creature.
You gain 5 xp when you defeat a named elite or solo Technological elemental creature.
COUNTER
If you willingly make use of a Technology item or device, this key does not yield xp until you take a short rest, and you lose 3 xp. If you lose 15 xp in this way, you lose this key.
If you willingly associate with, work with, or assist a creature with a Technology force alignment quality whose ethos does not match your own, you lose 5 xp and lose this key.
If you gain Technology as a force alignment, you lose 10 xp and lose this key.

 

Motivation and XP

One thing I'm sort of thinking about is that keys are an abstract representation of your character's motivation: adventurers are supposed to be sort of rare, and most people in the world don't rise in level nearly as quickly or as high as PCs. We need to have an in-world explanation for this.

So my idea here is basically that PCs - and some select NPCs, those who get to high levels - have a stupidly significant amount of motivation. This isn't meant to be like... destiny, or anything like that, the idea here is that adventurers are driven in ways that normal folk aren't.

So there might be some abstract measure of your motivation, call it a number. Let's pick 5. You can't have more keys than your motivation at any given time - this includes quest keys (called story keys, above). Over the course of an adventure, you'll pick up quest keys and lose them when they're complete, which doesn't count against your motivation - you're getting stuff done.

But say you lose a background key. Those are supposed to represent significant parts of who you are as a person, what drives you to succeed in the world (hence why acting in accordance with them gives you xp). If you abandon something that encouraged you to adventure, that gave you the drive and will to succeed, it naturally follows that you're probably questioning yourself a lot, internally. Your drive is reduced.

I'm not really sure how to implement that, but I also want to make sure that characters can change - that is, you may transition from hating robots to being a friend of Technology, to try to handle character story arcs.

So really we're just spit-balling here.

Main Page Format Change

Exactly what it says on the tin.

 

Setting
This section has all the information regarding the setting: geography, political bodies, lore, and all that of that sort of thing. If there is important mechanical information relevant to a topic, it will typically provide a link to the relevant mechanics page, but note that some mechanics pages have lore in them, as well.
This section is home to all of our Trinity-specific d20 mechanics: a mechanical system that, for the time being, is referred to on this wiki as "t20v4." Everything you need to create and play a character within the context of the worlds of Trinity can be found in this section.

 

This section is home to the game system we spent several years developing, called Journey. Note that it is... incomplete, and at this time my efforts are more focused on making t20v4 behave, in some ways, like we wanted Journey to behave.
This section is a very rough record of the various metaplots, campaigns, and games played in Trinity, generally using both the setting and mechanics, as outlined above. This section is more for record-keeping, but might also eventually be used to store logs and such for various games.