Moving on to Origin design.
One of the things I did with the UW Origins that I’d like to repeat in FBH is the skill distribution. Specifically, each Origin has 1 unique Skill and 3 cross-class skills that come from appropriate careers.
In UW, the unique skills were +1 to Stat, which worked out quite well (each stat was represented in two Origins). In FBH, I’m considering something different; stat replacement. However, I’m still tinkering with the implementation, anticipating issues, etc.
Here are a few ideas that I’ve been toying with, I’d really like to know what you guys think:
Primitive Origin
– Basic Move-specific stat replacement: “You can use Physique instead of Expertise to Patch Up, but the subject will be pretty battered afterwards”
– Straight stat replacement: “Whenever you would be called to roll+Expertise, you can roll+Physique instead if you can figure out a solution that leverages brute-force.”
– Variable stat replacement: “Choose a stat. When you would roll+ that stat, you may roll +Physique instead.”
– Inverse stat replacement: “Choose a stat. When you would roll+Expertise, you may roll+ that stat instead.
Perhaps I’m barking up the wrong tree. Should I just stick to more +Stat as the unique skills for the new careers, to maintain parity between old and new? Or something else? I’m totally open to ideas.
I think I really dig Basic Move stat replacement.
I like straight stat replacement because of the limiting clause.
However, I will point out that the Origins are currently the only way to gain +1 to a stat, so removing that for the FBH origins may be a hindrance.
That said, I’d personally like to see the ability to increase stats by +1 as an advancement, but that’s beside the point.
Follow up: I like straight stat replacement because a Primitive like going ape and banging on an engine to “repair” it is a phenomenal visual.
I like the straight stat replacement. To me the +1 Stat Origin skills are pretty much an auto-take, so I’d love to see something that puts a new spin on things.