08-15-2010, 06:53 PM | #71 |
Join Date: May 2009
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Re: The Five Worst Ideas in Role-Playing Gaming
Not only was that a common house rule, ISTR that it was actually published as an alternative, though I can't recall exactly where...
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08-16-2010, 12:00 PM | #72 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: The Five Worst Ideas in Role-Playing Gaming
Quote:
One is to have attributes have only a very small additive effect on final skill value. Hero System kinda does this, but it can be taken to an even more extreme degree. The end result is that the character doesn't feel like he is at all "talented" in whatever area that the attribute represents. For instance, if I buy a high Perception attribute, I expect to see results, results that are visible within the character-observable reality of the game world. I am denied that in such systems. Also, if attributes have very little effect on skills, why have them have any affect at all? It's just an arithmetical burden, making little difference. The other is to use more sophisticated arithmetics. Instead of confining oneself to 1st grade arithmetics, addition, one moves up a very few grades, and utilizes multiplication (including multiplication by lower-than-one values, i.e. division), so that the relation between innate talent (attribute) and acquired ability (final skill value) is not additive but multiplicative: Having an higher X attribute means you learn X-based skills faster. Takes less time, costs fewer skill points. There's a third "solution", if one is willing to call it that (I am of course not), which is that the GM can arbitrarily base skill rolls on different attributes, if in his opinion a player has bought an attribute up to a too high value. In such systems, skill values are not calculated in advance as skill+attribute, but are rather calculated during the game, according to what the GM tells the players, e.g. "this Stealth check is PER-based, this one is WIL-based, and this one is STR-based". Not a significant arithmetical burdens of skill and attribute values are low, but far too heavy on GM opinion. Just about the worst thing an RPG designer can do, with synergy between inborn talent and acquired ability, is to divide inborn talent into only two categories, e.g. physical inborn talent and mental inborn talent. That constitutes asking for trouble. |
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08-16-2010, 12:09 PM | #73 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: The Five Worst Ideas in Role-Playing Gaming
You have in your usual adversarial way completely missed the point of floating skill systems. The GM floats the skill to the attribute that makes the most sense, not to the lowest one. In GURPS I might ask for a PER based Guns roll to identify the distantly observed enemy weapon. I do this not because the player has a higher DX than PER, but because DX makes no sense in this context.
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08-16-2010, 12:39 PM | #74 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: The Five Worst Ideas in Role-Playing Gaming
Have people mentioned THAC0 and AC yet? I can't believe they retained that for 4th edition, considering the number of sacred cows they barbecued.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
08-16-2010, 12:42 PM | #75 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: The Five Worst Ideas in Role-Playing Gaming
Quote:
The real solution is to have inborn talent have a multiplicative effect on final skill, rather than an additiv effect, and to have multiple attributes affect each skill in this way. If firearm skills are based both on Dexterity and Percption, then use the average, or weighted average, of those two skills, to determine how fast the character learns firearms skills. Mission accomplished! |
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08-16-2010, 12:51 PM | #76 | |
Join Date: Jan 2008
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Re: The Five Worst Ideas in Role-Playing Gaming
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08-16-2010, 12:55 PM | #77 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: The Five Worst Ideas in Role-Playing Gaming
Oh, come on . . . lots of people get all of their fun from it. It's practically the basis of stand-up comedy. :)
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
08-16-2010, 12:59 PM | #78 | |
Join Date: Mar 2006
Location: Iceland*
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Re: The Five Worst Ideas in Role-Playing Gaming
Quote:
Attempts to create a clear, concise and workable system of rules without any gaps or room for human interpretation have a very bad history, even when far more time and resources are involved than a hobbyist can bring to bear.
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Za uspiekh nashevo beznadiozhnovo diela! |
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08-16-2010, 01:01 PM | #79 |
Join Date: Jan 2008
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Re: The Five Worst Ideas in Role-Playing Gaming
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08-16-2010, 01:12 PM | #80 |
Join Date: Nov 2004
Location: Birmingham, Alabama
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Re: The Five Worst Ideas in Role-Playing Gaming
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