[net.games.frp] Changes to Game Systems

jagardner@watmath.UUCP (jagardner) (03/11/85)

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Forever chattering in the wilderness about Hero Games...

Our Champions group has added one simple concept loosely based on the
notion of "karma points" found in TSR's Marvel Superhero Role-Playing
Game.  For those who know nothing about karma points, these are earned
by player characters for various heroic or friendly deeds (you get
karma points for spending a weekend with your elderly aunt or for
saving the universe...one reason why I don't play TSR's game).  You
can trade in accumulated karma points for new powers or skills, or
for improved levels in existing skills.  You can also lose karma
points for non-heroic acts; e.g. killing innocent bystanders costs
you all your accumulated points.

The other use of karma points is to improve chances of making dice
rolls.  For those times when you absolutely must zap the villain right
between the eyes to save the world, you can spend karma points to add
or subtract to your roll (as appropriate).  It is this aspect that we
have carried over into Champions (and by extension to Danger International,
Justice Inc. and Fantasy Hero).

One karma point costs one normal experience point.  Since you only get
one or two experience points in every game session, this is fairly
expensive.  You must set up your "pool" of karma points in advance;
you can't decide halfway through a session that it would be a really
good idea to spend unused experience on karma.

A karma point lets you dictate the outcome of one 3D6 roll (the standard
roll to determine if you succeed or fail at anything).  This means
that you can decide that you make an incredibly good "to hit" roll,
or that you can make a good Luck roll; or conversely, you can wish
bad luck on others (e.g. their force field fails its activation
roll).  Once you have used the karma point to dictate this roll, it
vanishes forever.

We have found that karma points are expensive luxuries, but they do
come in handy when your back is really against the wall and you need
that miracle to survive.  We justify them on the principle of trueness
to the genre: the lucky fluke is fundamental in fantasy/sf/comics,
and this provides a good simulation of that situation.

			Jim Gardner, University of Waterloo