About Aspect
Posted: Mon Jun 06, 2011 10:30 pm
Here is a little teaser from the inside of the Free RPG Day book:
What is Aspect?
Aspect is a breakthrough in fantasy gaming.
Aspect uses the same mechanics for the three Aspects: physical, social, and mental combat. An encounter can focus on one or two or all three aspects. Even a character that is wholly focused on social or mental combat can be effective in a physical encounter, provided they have some physical backup.
Aspect uses a point buy system. Make your character as flexible or focused as you want and never worry about falling behind (or being overpowered) because you multiclassed.
Your race matters as much as you want it to. Halfling warrior, dwarf wizard, giantkin rogue – these are all viable characters in Aspect. Your race makes you eligible for race-specific talents and powers but doesn't pigeonhole you.
Aspect has 16 gentle races as well as a hybrid system for making half elves and other race combinations. Humans, gnomes, dragonkin, catten, foxen, leonen, lizaren, desert elves, high elves, wood elves, halflings, and more are all ready to play in the Aspect Core Rulebook.
Aspect has power sets. Aspect has artificers in mechanized armor, elementalists, demonologists, necromancers, chronomancers, tacticians, sages, chaos mages, shapeshifting druids, preachy pastors and much more in addition to the classic mages, priests, rogues, and warriors. With 40 power sets to mix and match containing nearly 1000 powers, 350 talents, and over 100 rituals, you'll make the character you want to play.
Attack powers aren't just for combat. Fire powers allow you to create a dim light or set some logs aflame. Wind and Force powers let you levitate light objects. Cold powers can freeze water to bridge raging rivers. Keywords give your powers extra utility out of combat.
The five universal attacks mean your character can contribute to combat in any aspect even if you don't buy powers.
Everything is at-will in Aspect. Nothing is limited to once per day or once per encounter: fireballs, demon summoning, mighty blade attacks, and even healing are limited only by the amount of time they take to execute.
Aspect is a balanced system with 9 unique combat roles. We did all the complex math to make sure every power in the game is balanced against the others so you don't have to.
Stances let you adjust your role in combat, gain temporary powers, tweak your defenses, damage, and more. Every power set has one or more unique stances designed for that set.
Powers automatically fit your combat role. For example, a power that deals damage and defends nearby allies will do more damage if you are a Striker and give better defense if you are a Defender. This scaling is handled only once, when you pick the power.
Encounters are easy to design and manage. Following monster budgets, you can challenge the players without leaving serious lasting marks or make a tough boss battle they will have to recover from. This is because health is split into two separate pools: scratches that heal easily and wounds that are much harder to heal.
Monsters are simple to make. Building monsters uses the same point buy system as player characters. Not only does monster making feel familiar, but they can use anything a player can. Because powers scale, they adjust to fit the monster's difficulty grade and combat role.
Pick up your copy of the Aspect Core Rulebook online at: http://www.StoneTabletGames.com
What is Aspect?
Aspect is a breakthrough in fantasy gaming.
Aspect uses the same mechanics for the three Aspects: physical, social, and mental combat. An encounter can focus on one or two or all three aspects. Even a character that is wholly focused on social or mental combat can be effective in a physical encounter, provided they have some physical backup.
Aspect uses a point buy system. Make your character as flexible or focused as you want and never worry about falling behind (or being overpowered) because you multiclassed.
Your race matters as much as you want it to. Halfling warrior, dwarf wizard, giantkin rogue – these are all viable characters in Aspect. Your race makes you eligible for race-specific talents and powers but doesn't pigeonhole you.
Aspect has 16 gentle races as well as a hybrid system for making half elves and other race combinations. Humans, gnomes, dragonkin, catten, foxen, leonen, lizaren, desert elves, high elves, wood elves, halflings, and more are all ready to play in the Aspect Core Rulebook.
Aspect has power sets. Aspect has artificers in mechanized armor, elementalists, demonologists, necromancers, chronomancers, tacticians, sages, chaos mages, shapeshifting druids, preachy pastors and much more in addition to the classic mages, priests, rogues, and warriors. With 40 power sets to mix and match containing nearly 1000 powers, 350 talents, and over 100 rituals, you'll make the character you want to play.
Attack powers aren't just for combat. Fire powers allow you to create a dim light or set some logs aflame. Wind and Force powers let you levitate light objects. Cold powers can freeze water to bridge raging rivers. Keywords give your powers extra utility out of combat.
The five universal attacks mean your character can contribute to combat in any aspect even if you don't buy powers.
Everything is at-will in Aspect. Nothing is limited to once per day or once per encounter: fireballs, demon summoning, mighty blade attacks, and even healing are limited only by the amount of time they take to execute.
Aspect is a balanced system with 9 unique combat roles. We did all the complex math to make sure every power in the game is balanced against the others so you don't have to.
Stances let you adjust your role in combat, gain temporary powers, tweak your defenses, damage, and more. Every power set has one or more unique stances designed for that set.
Powers automatically fit your combat role. For example, a power that deals damage and defends nearby allies will do more damage if you are a Striker and give better defense if you are a Defender. This scaling is handled only once, when you pick the power.
Encounters are easy to design and manage. Following monster budgets, you can challenge the players without leaving serious lasting marks or make a tough boss battle they will have to recover from. This is because health is split into two separate pools: scratches that heal easily and wounds that are much harder to heal.
Monsters are simple to make. Building monsters uses the same point buy system as player characters. Not only does monster making feel familiar, but they can use anything a player can. Because powers scale, they adjust to fit the monster's difficulty grade and combat role.
Pick up your copy of the Aspect Core Rulebook online at: http://www.StoneTabletGames.com