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Assets & Burdens System
Posted: Tue Jun 29, 2010 2:43 pm
by Alkur Tekeil
Ok, so I'm blatantly ripping this off from a tabletop RPG's mechanics, but its a good idea, methinks. (If you can figure out what system, I'll bake you a cake)
The premise is a point value system.
Assets, or positive traits such as species traits--Wookiees being extraordinarily strong, or Quermians being telepathic; developed affinities--such as a knack for bartering, or mechanical handiwork; and perchance Force "edges"--such as being really good at mind tricks.
Burdens, or negative traits such as species traits--Calians being hot-tempered; developed habits--phobias, or perhaps clumsiness; and perchance Force hindrances--such as not being able to use TK.
I was thinking approximately 20 different assets and burdens apiece (40 in all). Which would allow for a wide choice of selection and customization, yet not so much so that it becomes unwieldy.
What I mean by a point value system is that if you take Asset X, valued at 2 points, you have to take Burden Y valued at -2 points, or Burden Z and W valued at -1 point apiece, totaling -2.
So the more Assets you want, the more Burdens you'll have to take. With assets being positive valued, and Burdens being negative valued, you have to remain at a value of zero.
Some examples could be, shaving off 1-3 XP costs for a chain of abilities (Asset), having abilities locked, or capped (Burden). In that vein, there are at least a dozen Assets and Burdens alone. And those are just mechanics.
If folks were really into this (as in, being honest and sticking to the concept of this system), there could even be Assets and Burdens of a purely role play nature. But that may make the role play aspects too mechanical.
There are a few more avenues this system could take, but I think some of them would require the council to be a "Game Master" body more than they presently are, and I'm not sure if that's what they want to do, or if that's what Fabien wants to implement for RPmod.
And as always, I'm not sure if this is something Fabien can implement. But in terms of mechanics I don't think its much different from the species system, just more open-ended and allowing a higher level of uniqueness for individual characters.
Posted: Tue Jun 29, 2010 5:44 pm
by Atrux Nuro
Been waiting for someone to post this lol <3 the idea.
I'm pretty sure you can add more than three classes right? If you can then it would be possible as far as the XP system goes. I'd like to see more than 1-3 xp shaved though. But the idea is pure awesome.
Thinking about it, it might be better to create sub-classes if that's at all possible, Like Wookie-Guardian or Wookie-Consular. Wookies are super strong and not that fast so you could actually make them run a tad slower than most, until they level that up some how and start them on the Red stance. I hope that makes sense.
Atrux being A Lorrdian the only thing that would really come easy would be Saber defense and maybe mind trick.
The sub classes could also just be A forum thing. You can apply XP to force powers in game or to a chart in your Journal or something.
<3 the idea.
Posted: Tue Jun 29, 2010 5:46 pm
by Ian Prine
Atrux Nuro wrote:Been waiting for someone to post this lol <3 the idea.
I'm pretty sure you can add more than three classes right? If you can then it would be possible as far as the XP system goes. I'd like to see more than 1-3 xp shaved though. But the idea is pure awesome.
Thinking about it, it might be better to create sub-classes if that's at all possible, Like Wookie-Guardian or Wookie-Consular. Wookies are super strong and not that fast so you could actually make them run a tad slower than most, until they level that up some how and start them on the Red stance. I hope that makes sense.
Atrux being A Lorrdian the only thing that would really come easy would be Saber defense and maybe mind trick.
The sub classes could also just be A forum thing. You can apply XP to force powers in game or to a chart in your Journal or something.
<3 the idea.
I like it. Good thinking, Alkur. You too, Hans.

Posted: Tue Jun 29, 2010 6:00 pm
by Alkur Tekeil
You're still thinking too compartmental, Atrux.
Assets & Burdens would allow for a mix and match grab-bag for each individual.
I could pick Asset 12, 4, and 8, then Burden 20, 14, and 3.
While you could pick something completely different.
It would completely override the notion of a class or species system--though include aspects of them in the various Assets and Burdens.
Posted: Tue Jun 29, 2010 6:47 pm
by Simus Cnydaria
Atrux Nuro wrote:Been waiting for someone to post this lol <3 the idea.
I'm pretty sure you can add more than three classes right?
<3 the idea.
We already have more than three classes. We have the three Jedi classes, and then civilian.
If we actually want to get a board going for a list of assets and such, I would be more than willing to contribute to the project.
Posted: Tue Jun 29, 2010 6:54 pm
by Corinth Alkorda
IMO: Way too much work, for so little benefit, and (IMO) too many flaws.
Posted: Tue Jun 29, 2010 8:02 pm
by Cyril Feraan
Corinth Alkorda wrote:IMO: Way too much work, for so little benefit, and (IMO) too many flaws.
I agree here. I'd see why you'd want to implement it, but it's going to be a lot of effort on Soh's part (if it's even possible) only to add another complex system that we'd have to somehow integrate and understand in the context of what we already have. I have nothing personally against tabletop RPGs, but this is a little *too* tabletop for my tastes, as well.
Posted: Tue Jun 29, 2010 8:57 pm
by Roan Takk
Cyril Feraan wrote:Corinth Alkorda wrote:IMO: Way too much work, for so little benefit, and (IMO) too many flaws.
I agree here. I'd see why you'd want to implement it, but it's going to be a lot of effort on Soh's part (if it's even possible) only to add another complex system that we'd have to somehow integrate and understand in the context of what we already have. I have nothing personally against tabletop RPGs, but this is a little *too* tabletop for my tastes, as well.
These opinions sum up my own.
Re: Assets & Burdens System
Posted: Wed Jun 30, 2010 8:35 am
by Ethan Kase
Alkur Tekeil wrote:Ok, so I'm blatantly ripping this off from a tabletop RPG's mechanics, but its a good idea, methinks. (If you can figure out what system, I'll bake you a cake)
The premise is a point value system.
Assets, or positive traits such as species traits--Wookiees being extraordinarily strong, or Quermians being telepathic; developed affinities--such as a knack for bartering, or mechanical handiwork; and perchance Force "edges"--such as being really good at mind tricks.
Burdens, or negative traits such as species traits--Calians being hot-tempered; developed habits--phobias, or perhaps clumsiness; and perchance Force hindrances--such as not being able to use TK.
I was thinking approximately 20 different assets and burdens apiece (40 in all). Which would allow for a wide choice of selection and customization, yet not so much so that it becomes unwieldy.
What I mean by a point value system is that if you take Asset X, valued at 2 points, you have to take Burden Y valued at -2 points, or Burden Z and W valued at -1 point apiece, totaling -2.
So the more Assets you want, the more Burdens you'll have to take. With assets being positive valued, and Burdens being negative valued, you have to remain at a value of zero.
Some examples could be, shaving off 1-3 XP costs for a chain of abilities (Asset), having abilities locked, or capped (Burden). In that vein, there are at least a dozen Assets and Burdens alone. And those are just mechanics.
If folks were really into this (as in, being honest and sticking to the concept of this system), there could even be Assets and Burdens of a purely role play nature. But that may make the role play aspects too mechanical.
There are a few more avenues this system could take, but I think some of them would require the council to be a "Game Master" body more than they presently are, and I'm not sure if that's what they want to do, or if that's what Fabien wants to implement for RPmod.
And as always, I'm not sure if this is something Fabien can implement. But in terms of mechanics I don't think its much different from the species system, just more open-ended and allowing a higher level of uniqueness for individual characters.
That sounds good, I like whatever adds to realism

Posted: Wed Jun 30, 2010 10:44 am
by Ametha Tasia
Good idea, but sadly sounds like too much trouble. Rping it sounds easier and the species system helps in doing so.