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==Discussion== This section sums up the suggestions for modifications of the system. Discussion about this article should be kept in the usual Discussion page. Most of the following are written in the present tense for clarity, but are all suggestions. For now, each section is listed according to their order of appearance in the discussion threads. ===Nomenclature=== These suggestions all have their pros and cons. Note that for the sake of clarity, everything in this article uses the original names: the more ''breaks'' you use, the closer you get to the [PLACEHOLDERNAME]/''Breaking Point'', which grants you a ''Breaking Point''. #The regular breaks could be called "bends", as you distort reality moderately. The ones you earn at the Breaking Point would then be the actual "breaks", which really tear things down. #The [PLACHEOLDER] thing could named Twist. Insomuch as that you Break the world enough that it Twists, and instead of catching a Break the DM gets to Twist it on you. #Or the [PLACEHOLDER] thing could be called "Tolerance" ([http://en.wikipedia.org/wiki/Engineering_tolerance]) which allows some leeway to imperfection before something ultimately breaks as characters are breaking game mechanics (the main reason why this name is picked), the world, reality, and other characters. Characters could be considered Tools (see where I'm going with this?) that break and bend stuff, however every time they do, they begin to bend themselves until they have reached past their Tolerance level and reach their Breaking Point. Bends are temporary breaks (and thus allow characters to reach the breaking point) but the effects fade after a while depending on what the target of the bend is (poles can be bent permanently or snapped in half with a break (also permanent), whereas space can be bent to create a temporary wormhole (because space is folding in on itself), or broken to create a permanent wormhole (like bending space in on itself and stapling it together at that point). -Anonymous (SC) 08:49, 6 July 2010 (UTC) ===Breaks=== #You may want to limit Breaks to exaggerated things the players COULD DO. You can break down a soft door with your Brawn, you can break down a reinforced steel door with a Break. You can't turn metal into gold. You can't turn metal into gold with a Break. ''It's unclear and rather suggestive whether this really is a suggestion or if it's actually what Earthflame intended from the start.'' ===Breaking Point(s)=== #If you acquire a Breaking Point while you already have an unused one, it gets activated immediately. #Once you reach the Breaking Point, you can no longer earn Breaks (or even use them?) until you use your BP. This also has some role-playing value, implying that those who are weaker (having spent less stat and trait points) are less capable of jumping to Breaking Points quickly. #Breaking Points could be used like a genie's wish: if you don't state it insanely precisely, you know that something will go awry, although your wish will be fulfilled in some way. #You could also make it so that whenever you reach the Breaking Point, it activates immediately. No stacking, no delaying. #An interesting role-play idea would be to leave the Breaking Point unknown to the player, so that he never knows when his Breaks will suddenly get crazy. This would encourage a philosophy like "I've used a lot of Breaks already so maybe I'm in trouble, but fuck it, Break anyway!" instead of "My next Break is a BP, I'd better hold onto it until I really need it!". ===Fixes=== #The number of fixes the DM gets to use could depend on the number of Breaks used by the players. For instance, that number could be the amount of players in the group. ===Overhauls=== #Jed's system: When a normal stat+trait roll can't break it, you must make a Break roll against a certain DC, and every Break you spend lets you roll a d6. For example, you may be confronted to a DC 6 challenge and choose to spend 2 Breaks to roll 2d6 instead of only one, which wouldn't leave you much chances to succeed. On a miss, you still get a favorable effect, but your objective isn't quite satisfied. Also, if your roll exceeds your Breaking Point number, you trigger an undesirable effect like the standard Breaking Point consequences. Lastly, you gain a number of Breaks equal to half your score on the roll, rounded. This means after using a Break, you always get at least one back. #Anonymous tester's changes: Breaks become Bends, the world gets a Crack stat, and what is being called the Breaking Point becomes a Break. Being where the players bend reality (possibly letting them do it freely, just to push the limit), and based on just how far they're pushing reality they add a number from one to ten to the area's Crack stat ("I break down the door", 2; "I make him stop existing", 10 (rough numbers)). When reality is Cracked enough, it Breaks and bad shit goes down. Gravity turns off, earthquakes, or whatever. Thinking about it now, I think that the amount of crack generated would be dependent on the player's sixth stat.
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