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Old 09-27-2010, 03:25 PM   #32
ScaredofScissors
 
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Join Date: Aug 2004
Location: Western MA
Default Re: In Nomine Second Edition: What have we learned?

Quote:
Originally Posted by Jennifer View Post
While I agree that the d666 is a flawed mechanic, I don't think that making In Nomine more like GURPS is a good idea. There's already a perfectly good "GURPS In Nomine" product for that.
I'm not arguing making IN a lot more like GURPS. Changing to a 3-18 range with CD = margin of success is a far cry from the potential complexity of GURPS. I don't want two page character sheets, weird point totals, hit locations and modifiers out the wazoo.

What changing the range REALLY does is to still allow celestials to be amazing at what they do (through higher stat bases), but allows mortals to be competent at what they do. Right now a mortal can really only be good at something by (a) being hyper specialized or (b) by using optional rules. And the line between being terrible and competent is less sharp with a bigger range.

Obviously the ranges (I suggest 10 stat base for humans; 13-14 for celestials) would need to be adjusted, as would the max level 6 in a skill, in order for things to work.
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