What makes a good power system?

WhiteFeather

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I want to design a good power system. So shoot your tips and tricks to get it right.
 

Clo

nya nya~
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KISS: Keep it Simple Stupid.

Same rule of design for most things.

There's a reason most games have some kind of weapon-triangle (spear beats sword beats bow); rock-paper-scissors is timeless.

Make up something unique and cool. Put it over something proven and true.

Voilà. You have a good power system.

Make sure anything you do, it serves the narrative of your story.

In Mutant City Blues, a detective + Super Hero RPG, every power is connected to nearby ones on a power map. And some powers are connected with mental health issues (anxiety, etc.)

This is meant to help the players determine clues on a crime scene.

"Someone used a pyrokynetic power here. And this car was clearly picked up and lifted off the ground. Fire powers and super strength are too far apart-- it has to be the work of at least two mutants!"
 

Nahrenne

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I want to design a good power system. So shoot your tips and tricks to get it right.

I guess it's good to try and have the system make sense for the world setting it's in.
And I guess it also depends on if you're wanting it to be like a LitRPG or like fantasy/supernatural thing.

Hope the videos provide some insight.
Sorry if they don't.
>w<

X
 

ThisAdamGuy

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For me, the magic systems I've enjoyed reading and writing most always have one thing in common: movement. The more inherent mobility a powerset gives its user, the more interesting they become. A fight between magic users where both are just standing in one place throwing fireballs at each other is boring. Two allomancers pushing and pulling on the metals around them so that they're flying around a city street while shooting coins like bullets at each other is more fun to visualize and offers more ways to keep the fighting from becoming stale because not only are both parties constantly reacting to each other, but the arena is constantly changing as they react.
 
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