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Apocalypse World / Re: Guide to creating new playbooks
« on: January 21, 2012, 08:34:00 PM »
Just some quick off the cuff thoughts:
Its been mentioned that there's an underlying priority system, a la Shadowrun, underneath the basic books and presumably the LE books. From my best guess, everyone gets Secondary everything by default. To do better at one thing, you have to do worse somewhere else.
Breaking it down, its something like this:
Statline primary: total of all stats is +5 with one at +3
secondary: total of all stats is +3
Tertiary: total of all stats is +2
In all cases, a second +2 stat costs as +3. However, a character with stats primary can have a single +3 at a cost of +3. No stat below -1.
Moves:
This is really sticky since its difficult to work out the balance. My best guess is like this.
Primary: You start with three moves. Most of your moves either use your primary stat, allow you to make some basic move with your primary stat or provide a general bonus to your character's focus. (Quarantine, Touchstone, Hocus but see below)
Secondary: Is the default. You start with two moves, they largely give you options with your primary stat, allow use of a basic move with your primary stat or provide a non-roll bonus to your focus.
Tertiary: Either you have a full complement of moves but they largely don't revolve around your high stat or you have only a few moves which revolve around your high stat and exist mostly for the benefit of your crap. Whichever it is, you get 2 to start.
The Death clock exception: If either A) You can not take your own moves as an advance or B) You can lose advances permanently through certain behavior then you can raise your Moves by one rank.
Crap: This is not just gear but any starting non-move ability. The Angel Kit, the Touchstone's "go among the people", gangs, holdings, followers, workshops, Gigs and Juggling etc.
Primary: You have crazy cool stuff and you can improve it in play. The Chopper and the Hardholder get it at the expense of Moves. The Driver gets it at the expense of stats.
Secondary: Either you have kinda-crazy cool stuff or you have a few neat things. If you have kinda-crazy cool stuff, one or two of your moves are tied to it (Maestro'D). Otherwise you have kinda normal crap (a couple of weapons, some armor, some barter) plus something really neat (the Gunlugger's big gun, Touchstone's token, Savvyhead's workshop, Angel kit etc).
Tertiary: Pick one of the two from secondary - either you have one big thing with a move tied to it or you have normal stuff plus one neat thing but not both. (Hocus)
Its been mentioned that there's an underlying priority system, a la Shadowrun, underneath the basic books and presumably the LE books. From my best guess, everyone gets Secondary everything by default. To do better at one thing, you have to do worse somewhere else.
Breaking it down, its something like this:
Statline primary: total of all stats is +5 with one at +3
secondary: total of all stats is +3
Tertiary: total of all stats is +2
In all cases, a second +2 stat costs as +3. However, a character with stats primary can have a single +3 at a cost of +3. No stat below -1.
Moves:
This is really sticky since its difficult to work out the balance. My best guess is like this.
Primary: You start with three moves. Most of your moves either use your primary stat, allow you to make some basic move with your primary stat or provide a general bonus to your character's focus. (Quarantine, Touchstone, Hocus but see below)
Secondary: Is the default. You start with two moves, they largely give you options with your primary stat, allow use of a basic move with your primary stat or provide a non-roll bonus to your focus.
Tertiary: Either you have a full complement of moves but they largely don't revolve around your high stat or you have only a few moves which revolve around your high stat and exist mostly for the benefit of your crap. Whichever it is, you get 2 to start.
The Death clock exception: If either A) You can not take your own moves as an advance or B) You can lose advances permanently through certain behavior then you can raise your Moves by one rank.
Crap: This is not just gear but any starting non-move ability. The Angel Kit, the Touchstone's "go among the people", gangs, holdings, followers, workshops, Gigs and Juggling etc.
Primary: You have crazy cool stuff and you can improve it in play. The Chopper and the Hardholder get it at the expense of Moves. The Driver gets it at the expense of stats.
Secondary: Either you have kinda-crazy cool stuff or you have a few neat things. If you have kinda-crazy cool stuff, one or two of your moves are tied to it (Maestro'D). Otherwise you have kinda normal crap (a couple of weapons, some armor, some barter) plus something really neat (the Gunlugger's big gun, Touchstone's token, Savvyhead's workshop, Angel kit etc).
Tertiary: Pick one of the two from secondary - either you have one big thing with a move tied to it or you have normal stuff plus one neat thing but not both. (Hocus)