projects:odds_rpg:systems:power_tiers
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| projects:odds_rpg:systems:power_tiers [2026/02/17 20:30] – created freedomotter | projects:odds_rpg:systems:power_tiers [2026/02/17 21:43] (current) – freedomotter | ||
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| - | ====== Power Scaling | + | ====== Power Scaling ====== |
| - | ODDS RPG supports long campaigns by using Tiers. | + | Power Tiers define the overall capability level of the campaign. |
| - | A Tier is a campaign dial: | + | They influence: |
| - | * Tier 1: Gritty | + | |
| - | * Tier 2: Heroic | + | |
| - | * Tier 3: Epic | + | |
| - | You can run a whole campaign at one Tier, or advance across them. | + | * Attribute caps |
| + | * Starting resources | ||
| + | * Enemy expectations | ||
| + | * Narrative scope | ||
| + | |||
| + | Choose | ||
| + | |||
| + | Do not shift Tiers casually mid-campaign. | ||
| ---- | ---- | ||
| - | ===== Tier 1: Gritty ===== | + | ===== Tier 1 – Gritty ===== |
| - | Tone: | + | Theme: |
| Survival, danger, limited resources. | Survival, danger, limited resources. | ||
| - | Guidelines: | + | Attribute Cap: |
| - | | + | +3 |
| - | * Armor caps at 2 (rarely 3) | + | |
| - | * Healing is slower | + | |
| - | * Bosses are rare | + | |
| - | Damage: | + | Starting Wealth: |
| - | | + | |
| - | Best for: | + | Enemy Threat: |
| - | | + | |
| + | Elite enemies are boss-level dangers. | ||
| + | |||
| + | Tone: | ||
| + | Tactical, cautious, high-risk. | ||
| + | |||
| + | Recommended for: | ||
| + | Horror, survival | ||
| ---- | ---- | ||
| - | ===== Tier 2: Heroic ===== | + | ===== Tier 2 – Heroic ===== |
| - | Tone: | + | Theme: |
| - | | + | |
| - | Guidelines: | + | Attribute Cap: |
| - | | + | +4 |
| - | * Talents are active | + | |
| - | * Armor 1–4 exists | + | |
| - | * Bosses use phases | + | |
| - | Damage: | + | Starting Wealth: |
| - | | + | |
| - | Best for: | + | Enemy Threat: |
| - | | + | Standard enemies are manageable. |
| + | Elite enemies are dangerous. | ||
| + | Bosses are climactic encounters. | ||
| + | |||
| + | Tone: | ||
| + | Cinematic but grounded. | ||
| + | |||
| + | Recommended | ||
| + | | ||
| ---- | ---- | ||
| - | ===== Tier 3: Epic ===== | + | ===== Tier 3 – Epic ===== |
| + | |||
| + | Theme: | ||
| + | Larger-than-life heroes. | ||
| + | |||
| + | Attribute Cap: | ||
| + | +5 | ||
| + | |||
| + | Starting Wealth: | ||
| + | High (Wealth 3–4 or 1,000+ credits equivalent) | ||
| + | |||
| + | Enemy Threat: | ||
| + | Minions are minor obstacles. | ||
| + | Standard enemies fall quickly. | ||
| + | Bosses require phases and scaling. | ||
| Tone: | Tone: | ||
| - | Mythic, | + | Mythic, |
| - | Guidelines: | + | Recommended for: |
| - | | + | |
| - | * Characters gain “Signature Moves” | + | |
| - | * Enemies scale by role + tier | + | |
| - | * Bosses have 2–3 phases minimum | + | |
| - | Damage: | + | ---- |
| - | 2d10 + Attribute + Tier (Tier adds +3 at Tier 3) | + | |
| - | Boss rule: | + | ===== Adjusting Between Tiers ===== |
| - | Bosses act twice per round OR gain legendary reactions (GM choice). | + | |
| - | Best for: | + | If advancing to a higher Tier: |
| - | | + | |
| + | | ||
| + | * Increase Wealth baseline | ||
| + | * Adjust enemy expectations | ||
| + | * Introduce more complex threats | ||
| + | |||
| + | Tier shifts should occur at major narrative milestones. | ||
| + | |||
| + | Avoid mixing Tier expectations within the same arc. | ||
| ---- | ---- | ||
| - | ===== Signature Moves (Tier 3 Option) | + | ===== Design Guidance |
| - | Each character chooses one: | + | Tier primarily affects: |
| - | **Impossible Shot** | + | |
| - | | + | |
| + | | ||
| - | **Unbreakable** | + | Core math remains stable across Tiers. |
| - | Once per session, ignore all damage from one hit. | + | |
| - | **Mastermind** | + | Do not inflate enemy Attack bonuses just because the Tier increases. |
| - | | + | Instead, use: |
| + | |||
| + | | ||
| + | | ||
| + | | ||
| + | | ||
| + | |||
| + | Higher Tier should feel broader, not just numerically larger. | ||
| + | |||
| + | ---- | ||
| - | **Arcane Apex** | + | ODDS RPG Power Scaling v1.0 Playtest |
| - | One spell per session costs no Resolve and counts as Strong Success. | + | |
projects/odds_rpg/systems/power_tiers.1771360210.txt.gz · Last modified: by freedomotter
