Quote:
Originally Posted by Kromm
I think that in campaigns where the GM says, "Here are the ground rules. Go make characters!", it becomes important to set caps and limits..
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I'd freely admit I'm more on the controlling side of the spectrum of GMing. When it comes to characters above 250pts I feel like I'd be more comfortable asking players what super human abilities they want and statting them out myself and allow the players to buy skills and advantages/disadvantages/Quirks with about 100 of those points.