AWW: Gear System
Apr. 19th, 2013 10:45 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
To whet the interest of anyone who's been following my development talk, I've decided to give a peek at one part of character creation. It's the last step, which is choosing gear, but it's also the one where my draft is most complete.
As I've mentioned many times, A Wilder World treats equipment as an aspect of character design. Instead of spending gold, you spend a character resource called Gear Points. The average character gets 2 Gear Points' worth of gear, plus a set of clothing with a specific defined benefit, plus one accessory (basically, gear with minor/less frequent benefits). Characters with a greater Wealth score can get more/more expensive equipment; characters with negative Wealth give up some or all of their starting allotment.
One of the possible character details is called "Extra Gear", which lets you cash in a Detail slot for an extra Gear Point. This is actually how getting new/better gear through character advancement works... any time you earn another Detail, you have the option of Extra Gear.
Broad categories of gear are described by lists of possible traits (huge weapons, impressive clothing) rather than exhaustive lists of all possible types. For simplicity's sake, most basic types of gear are worth 1 point, though most of them can be upgraded. The "production" version of the character guide will likely end this section with a list of examples to stir the imagination, ranging from mundane examples like Thief's Leather (+1 Passive Defense, Stealthy; 2 GP) to things like Evil Overlord Armor (+3 Passive Defense, Impressive, Extra Frightening; 6 GP), but for playtesting I'm interested in what players come up with in the absence of a lot of specific examples.
The following link is a PDF of the gear rules and the selection available for playtesting. Neither the categories of gear nor the examples should be taken as exhaustive, as even the starter version will likely include more choices.
Link.
As I've mentioned many times, A Wilder World treats equipment as an aspect of character design. Instead of spending gold, you spend a character resource called Gear Points. The average character gets 2 Gear Points' worth of gear, plus a set of clothing with a specific defined benefit, plus one accessory (basically, gear with minor/less frequent benefits). Characters with a greater Wealth score can get more/more expensive equipment; characters with negative Wealth give up some or all of their starting allotment.
One of the possible character details is called "Extra Gear", which lets you cash in a Detail slot for an extra Gear Point. This is actually how getting new/better gear through character advancement works... any time you earn another Detail, you have the option of Extra Gear.
Broad categories of gear are described by lists of possible traits (huge weapons, impressive clothing) rather than exhaustive lists of all possible types. For simplicity's sake, most basic types of gear are worth 1 point, though most of them can be upgraded. The "production" version of the character guide will likely end this section with a list of examples to stir the imagination, ranging from mundane examples like Thief's Leather (+1 Passive Defense, Stealthy; 2 GP) to things like Evil Overlord Armor (+3 Passive Defense, Impressive, Extra Frightening; 6 GP), but for playtesting I'm interested in what players come up with in the absence of a lot of specific examples.
The following link is a PDF of the gear rules and the selection available for playtesting. Neither the categories of gear nor the examples should be taken as exhaustive, as even the starter version will likely include more choices.
Link.