Perks and Drawbacks
Posted: Sun Jul 08, 2012 6:46 pm
So, this idea has been in my head for quite some time now. I think it would help to create more varied characters, and perhaps give incentive to roleplay out certain things like near sightedness, or injuries that didn't quite heal correctly by rewarding them with other bonuses.
The system would be fairly simple. A maximum of 10 points worth of "perks". But for every point of "perks" you take, you have to have an equal or greater number of "drawback" points. So to get 10 points worth of perks, you'd need at least 10 points worth of "drawback points". Drawback points would have no maximum amount, but anything over 10 would NOT allow you to take more than 10 points worth of perks.
Perk Examples
*Slightly increased stamina regen (moderate cost of points, perhaps 3-5)
*Slightly icnreased body part HP (moderate-high cost, 6-9)
*Increased skillgains in one "combat" skill (moderate cost, 3-5 points, would only increase skillgains by a percent or two)
*Increased skillgains in one "magic" skill (moderate cost, 4-6 points, again would only increase gains by a couple of percent)
*Increased skillgains in craft skills (lower-moderate cost, 2-4 points)
*Increased skillgains in surval skills (see craft)
*Increased skillgains in General skills (see craft)
*With many other possibilities.
Drawback Examples
*Walks with a limp (Adds 1 RT to all movement, worth 2 points)
*Unattuned (Finds it difficult to learn channeling, worth 2-4 points, penalty of 2-5 percent to channeling skill gains, with a slight increased risk of dropping channels)
*Eye Injury (Flat % penalty to perception, 2-4 points)
*Frail (Slightly decreased body part HP, 5 or so)
The other thing ths could possible tie into is package deals with the affliction system, but I'm not sure if that would mesh terribly well. There could, obviously, more drawbacks and perks, but this is just what I've come with up with at the moment.
The system would be fairly simple. A maximum of 10 points worth of "perks". But for every point of "perks" you take, you have to have an equal or greater number of "drawback" points. So to get 10 points worth of perks, you'd need at least 10 points worth of "drawback points". Drawback points would have no maximum amount, but anything over 10 would NOT allow you to take more than 10 points worth of perks.
Perk Examples
*Slightly increased stamina regen (moderate cost of points, perhaps 3-5)
*Slightly icnreased body part HP (moderate-high cost, 6-9)
*Increased skillgains in one "combat" skill (moderate cost, 3-5 points, would only increase skillgains by a percent or two)
*Increased skillgains in one "magic" skill (moderate cost, 4-6 points, again would only increase gains by a couple of percent)
*Increased skillgains in craft skills (lower-moderate cost, 2-4 points)
*Increased skillgains in surval skills (see craft)
*Increased skillgains in General skills (see craft)
*With many other possibilities.
Drawback Examples
*Walks with a limp (Adds 1 RT to all movement, worth 2 points)
*Unattuned (Finds it difficult to learn channeling, worth 2-4 points, penalty of 2-5 percent to channeling skill gains, with a slight increased risk of dropping channels)
*Eye Injury (Flat % penalty to perception, 2-4 points)
*Frail (Slightly decreased body part HP, 5 or so)
The other thing ths could possible tie into is package deals with the affliction system, but I'm not sure if that would mesh terribly well. There could, obviously, more drawbacks and perks, but this is just what I've come with up with at the moment.