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Aberrant RPG - I'm getting rid of Quantum

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I just had an idea. What if I removed the Quantum trait

altogether. Would it make the game less fun? Would it take

away anything really important? Would it make character

creation more or less interesting?

What do you guys think, is it a good or bad idea, or

doesn't it really matter?

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Harle: I won't get rid of the quantum pool, just the Quantum trait. I might decide to call it power points instead of quantum points but it would be the same thing.

Starting quantum pool would depend on your Node rating. You get 20 + number of points you can spend in a turn: Node 0 = 26 quantum points, Node 5 = 40 quantum points.

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I edited my last reply since I noticed that I had answered a question nobody asked.

I'll just add that I'm going to post my new system when I'm done with it. Maybe it can become a part of the Aberrant site or something as an optional system, house rules or whatever.

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Ok here's a quick explanation of how I imagine this would work:

Character creation is where this really changes things. You can now separate the human phase from the nova phase completely since you don't have to spend bonus points on Quantum, or even need to consider it. I've found that when I have 15 bonus points to use during the human phase (instead of 1 since I would almost always spend it all to get 2 dots of Quantum) I can get fun stuff like specialisations, backgrounds and things like that. Simply put, I can build a more complete character. If anyone was able to do this before, great, but in my group I've only ever seen two characters with a Quantum of less than 3.

So with your finished human you go on to the nova phase. You don't have to think about getting enough Quantum as a prerequisite for your mega-attributes or powers so you can concentrate on building exactly what you want right now instead of planning for the future.

I don't know if everyone has this problem but when I make characters I tend to think about what I'm going to buy in the future to "finish off" the concept. This means that I have to put some thought into how much Quantum I'm going to need in the future as well as the present. If I think that there's a mega-attribute I want to get 5 dots in, well then I have to get Quantum 4... and when I have 4 I might as well get 5 since it's so much cheaper to get it with nova points than with experience, etc.

You can buy any powers up to level 3, or whatever your ST says: theoretically you could allow someone to buy 1 dot of Planck Scaling (for 15 novapoints or so) without having to give him Quantum 10 and all the bonus stuff that would come with it.

Node determines how much quantum points you get. You have 20 + the amount of points you can spend per turn as starting quantum pool. At node 0 you get 26 points, at node 5 you get 40 points. Node is indeed very important. I've removed the taint from having a high node, since I don't think you should be punished for having high traits. You may have a different opinion. I've also removed the "pinging" to check for other novas, since I think that's too much like a lame aura check or something. I like novas to be able to hide without having to resort to Dormancy all the time.

Anyway, moving on, we get to the part where you have to figure out how Quantum Powers work without a Quantum trait.

It's quite simple: in most cases where the rules mention Quantum you replace it with Power Rating. This goes for range, duration, area, damage, etc. In some cases this produces funny results such as with Quantum Bolt where you get [power rating] x 2 + power rating x 4 D10 lethal damage, but it is much easier to calculate damage too because all quantum bolts cause [2]+4 D10 lethal or [3]+4 D10 bashing per dot.

If a power depends on Quantum for its Dice Pool you replace that with "number of quantum points spent". Those powers don't have the normal activation cost but instead you must pay to get dice. You must pay at least one point even if you think you can manage without that die. This means that some powers may be quite expensive to use if you don't have a high power rating. I think this is a good thing but if you want a more traditional approach I suppose you could just use power rating x 2 as the dice pool for those powers.

If a power is described as getting a number of automatic successes equal to Quantum you replace that with Power Rating as well, meaning that as you get better with these powers you get REALLY good.

Some individual powers require a quick explanation:

Disrupt: the target can resist with Willpower (+ node if you feel kind)

Elemental Anima: this is gone and you use Elemental Mastery instead. If someone wants a power which only allows the manipulation of existing energy or matter you can put a weakness on Elemental Mastery. Or give a reduction in quantum cost for using only existing elements if you don't use weaknesses.

To max powers you roll power rating instead of Quantum.

As further incentive to raise powers I have a surprise waiting for those who manage to get a power above 5 dots. At 6, 8 and 10 dots you can buy the Mastery Extras on that power. That power can also have more Extras without increasing its level, as per the rules in the APG (which I don't have here so I can't check them), replacing Quantum rating with power rating. As you can see this allows for really nasty powers but you don't get the benefit from a high Quantum on all your powers but just on those powers you are really good at. Just the way Mastery should work, if you ask me.

That's pretty much all there's to it. Since I started thinking about this I realized that this system also balances out the old controversy of power dots versus mega-attributes, since the power rating now means so much more than just another dice. Now power rating affects powers at least twice as much as before, which means that people might be more inclined to increase powers instead of mega-attributes, and then there's always that sweet, sweet Mastery waiting just beyond the 5th dot...

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You can buy any powers up to level 3, or whatever your ST says: theoretically you could allow someone to buy 1 dot of Planck Scaling (for 15 novapoints or so) without having to give him Quantum 10 and all the bonus stuff that would come with it.

Fred, I finally got a chance to re-read this and have a single big question about it...

??? What are you replacing Quantum Minimum on the powers with? Node levels? A new background? Nothing?

::exclamation I suggest a new background (which you could get with a single nova point and if you don't want 5 pips you can drop the remainder into Eufiber, Atunement or Node even...). Lets call it Quantum Ranking. 0 pips would be equivelant to a Quantum 1, 1 pip would be equivelant to Quantum 2-3, 3 pips would be equivelant to Quantum 4, 4 pips would be equivelant to Quantum 5, 5 pips would cover most other things...

This still breaks down as 5 pips would give you access to all powers Level 4-6... so instead of leaving it at that, makde those levels require a specific Node rating as well. Level 6 powers would reqire Node and Quantum backgrounds of 5, Level 5 powers would require Node 4 and Quantum background 5, Level 4 powers that required Original Quantum(OQ) rankings of 7 would need Node 3/Quantum 5 and those requiring OQ of 6 would only require Quantum background 5.

I don't know if this is a step backwards or forwards, let me know what you think Fred...  ::bigsmile  (or anyone else of course)

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??? What are you replacing Quantum Minimum on the powers with? Node levels? A new background? Nothing?

My intention was to replace it with Storyteller judgement, or essentially, not use the Quantum Minimum at all except for when I'm saying to the players during character creation: "You may choose any powers with a Quantum Minimum of 5 or less", for example. I don't think a background to determine what powers your character can learn is necessary: 1. because as you say, it would cost 1 nova point to get it at maximum. 2. one of my ideas for this system is that quantum is essentially a prerequisite which just served to further limit your options during character creation while I want to keep as many options available as possible.

If you feel that there should be differences in what powers novas can get I would recommend using Node for it, since that to me represents a lot of a nova's "development" in the quantum manipulation field. If you do that, however, I'm sure that you won't find many novas with a Node of less than 5, just as I would have a hard time to not justify Quantum 5 before when that was setting the limits.

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I'm reading the APG (borrowed) and am wondering if it might not be better to just lower the costs of Quantum in CharGen...?  As much because Psychomorphs have Psi as a Quantum equivelant as anything else...

I'm going to explore my earlier idea of making it a Background trait...  Good luck with your idea though Fred, and I can't wait to hear the results of your play testing it.

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Reread the Mastery Extra (as it was my biggest concern you'd brought up Fred...

It can only be applied to a single power at a time. Yes, you can stack up on 1 pip powers but... my fix for that is to make it where after you have Quantum 6 you can upgrade a power to Mastery, but only when buying a new pip of the power (i.e. you'd have to pay the extra points for the existing pip(s) and the cost for the new pip).

Secondly, I think I'm going to modify buying the Quantum Trait in two ways. The first being that you cannot buy them with freebie points (forcing you to get them in your erruption).  I'll also lower the cost to buy it with Nova points to 3 points untainted/2 points tainted. Possibly lowering it wiht XP as well to say 5xp per point untainted?

Any thoughts on this?

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  • 8 months later...

The one thing I didn't see covered (unless I missed it..which could be) is the auto successes that come from Quantum.


Quantum Bolt inflicts [quantum X 3] levels plus (power rating X 4 Bashing) etc..

there are alot of other powers that depend on this aswell. What would you use for the auto successes?

Hey! I ain't hackin' on ya, I think it's a interesting idea.

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