projects:odds_rpg:systems:power_tiers
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| projects:odds_rpg:systems:power_tiers [2026/02/17 20:59] – 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 campaigns | + | Power Tiers define the overall capability level of the campaign. |
| - | Choose a Tier at campaign start. | + | They influence: |
| - | Tiers affect attribute caps, enemy strength, and overall tone. | + | |
| - | You may remain in one Tier permanently or progress upward over time. | + | * Attribute caps |
| + | * Starting resources | ||
| + | * Enemy expectations | ||
| + | * Narrative scope | ||
| + | |||
| + | Choose a Tier before character creation. | ||
| + | |||
| + | Do not shift Tiers casually mid-campaign. | ||
| ---- | ---- | ||
| Line 12: | Line 18: | ||
| ===== Tier 1 – Gritty ===== | ===== Tier 1 – Gritty ===== | ||
| - | Tone: | + | Theme: |
| - | | + | |
| Attribute Cap: | Attribute Cap: | ||
| +3 | +3 | ||
| - | Armor: | + | Starting Wealth: |
| - | | + | |
| - | Damage: | + | Enemy Threat: |
| - | | + | |
| - | | + | |
| - | Healing: | + | Tone: |
| - | | + | |
| - | Enemy Design: | + | Recommended for: |
| - | Bosses are rare. | + | Horror, survival |
| - | Elite enemies are serious threats. | + | |
| - | + | ||
| - | Best For: | + | |
| - | Westerns | + | |
| - | Noir | + | |
| - | Horror | + | |
| - | Low fantasy | + | |
| - | Hard sci-fi | + | |
| - | + | ||
| - | Players are competent but vulnerable. | + | |
| ---- | ---- | ||
| Line 45: | Line 41: | ||
| ===== Tier 2 – Heroic ===== | ===== Tier 2 – Heroic ===== | ||
| - | Tone: | + | Theme: |
| - | | + | |
| Attribute Cap: | Attribute Cap: | ||
| +4 | +4 | ||
| - | Damage: | + | Starting Wealth: |
| - | | + | |
| - | Healing: | + | Enemy Threat: |
| - | Standard | + | Standard |
| + | Elite enemies are dangerous. | ||
| + | Bosses are climactic encounters. | ||
| - | Enemy Design: | + | Tone: |
| - | | + | |
| - | Elites are frequent. | + | |
| - | Best For: | + | Recommended for: |
| - | Fantasy | + | Space opera, high fantasy, cyberpunk action, pulp adventure. |
| - | Space opera | + | |
| - | Cyberpunk | + | |
| - | Pulp adventure | + | |
| - | + | ||
| - | This is the default ODDS experience. | + | |
| ---- | ---- | ||
| Line 73: | Line 65: | ||
| ===== Tier 3 – Epic ===== | ===== Tier 3 – Epic ===== | ||
| - | Tone: | + | Theme: |
| - | | + | |
| Attribute Cap: | Attribute Cap: | ||
| +5 | +5 | ||
| - | Damage: | + | Starting Wealth: |
| - | | + | |
| - | Boss Rules: | + | Enemy Threat: |
| - | | + | |
| - | Bosses | + | Standard enemies fall quickly. |
| + | Bosses | ||
| - | Healing: | + | Tone: |
| - | | + | |
| - | Enemy Scaling: | + | Recommended for: |
| - | | + | |
| - | Bosses gain +10 additional Health. | + | |
| - | + | ||
| - | Best For: | + | |
| - | High fantasy | + | |
| - | Superheroic | + | |
| - | Planar or cosmic campaigns | + | |
| ---- | ---- | ||
| - | ===== Advancing | + | ===== Adjusting |
| - | A campaign may shift Tiers when: | + | If advancing to a higher Tier: |
| - | * Major story arc ends | + | * Increase Attribute cap |
| - | * Characters become legends | + | * Increase Wealth baseline |
| - | * Threat scale increases dramatically | + | * Adjust enemy expectations |
| + | * Introduce more complex threats | ||
| - | When moving up a Tier: | + | Tier shifts should occur at major narrative milestones. |
| - | * Increase Attribute cap | + | Avoid mixing |
| - | * Adjust damage model | + | |
| - | * Increase enemy role strength | + | |
| - | * Consider granting each character 1 bonus Talent | + | |
| - | + | ||
| - | Do not jump tiers frequently. | + | |
| - | Tier shifts should feel earned. | + | |
| ---- | ---- | ||
| - | ===== Mixing Tiers ===== | + | ===== Design Guidance |
| + | |||
| + | Tier primarily affects: | ||
| + | |||
| + | * Maximum Attributes | ||
| + | * Narrative stakes | ||
| + | * Resource availability | ||
| - | Avoid mixing Tier rules inside the same campaign. | + | Core math remains stable across Tiers. |
| - | If needed: | + | Do not inflate enemy Attack bonuses just because the Tier increases. |
| + | Instead, use: | ||
| - | * Treat Tier 3 enemies | + | * More abilities |
| - | * Or temporarily grant Tier 3 bonuses during climax scenes | + | * More coordinated |
| + | * Multi-phase bosses | ||
| + | * Environmental pressure | ||
| - | Keep consistency for balance. | + | Higher Tier should feel broader, not just numerically larger. |
| ---- | ---- | ||
| - | Power Scaling | + | ODDS RPG Power Scaling |
| - | Choose the Tier that matches your campaign vision. | + | |
projects/odds_rpg/systems/power_tiers.1771361949.txt.gz · Last modified: by freedomotter
