04-11-2012, 03:07 PM | #211 |
Join Date: Apr 2010
Location: South of the Town across from the City by the Bay
|
Re: In Nomine Second Edition: What have we learned?
I personally hate roll over for two reasons (even though I understand it statistically functions the same):
1) Annoying bookkeeping on character sheets. It is easier for me to add to skills/stats and then determine success, just like percentile dice d100. Rolling over requires flipping the spectrum to determine 0~100% and hold to it, which leads to... 2) People eventually opening up the upper limit. Suddenly it's not a 0~100% spectrum, but now with no upper limit it scales into the higher heavens. And then you get min/max nightmares like AD&D 3e and the like. People keep chasing the upper limit and there's no limit to reach, so eventually everything looks the same. Mercifully, as IN currently is, all you have to do to stop that treadmill stupidity (yes, I really hate it that much) is remove Automatic Success rule where excess TN converts into a CD +mod. I have to run so I don't have time to read in depth the alternate d666 system. Sounds intriguing, yet it will naturally bring up its own problems. But that's exciting, too. Test it out and let us know. |
04-11-2012, 11:05 PM | #212 | ||
Join Date: Dec 2008
Location: Seattle
|
Re: In Nomine Second Edition: What have we learned?
Quote:
Quote:
From a player perspective, I'd rather work with a game when creating a PC, not twist its arm. From a GM perspective, I'd rather convince a player who expresses interest in a human PC that he'd have more fun working with the game, not fighting it, the same as with any RPG. The workaround of having a player who really wants to play a human create an angel PC with a human servant and play both is quite excellent. Another might be to play a celestial with Discord (or and unusually self-deluded Balseraph) who believes that he is a gifted human, or a Mercurian/Impudite who's been on Earth so long other celestials see him as having gone native. A celestial whose Ethereal Forces all came from a human soul might retain a lot of human personality. Backstory interventions could do all sorts of exciting things (a human soul in Heaven meditating in Eli's dusty cathedral could start to sing and roll a 111 and suddenly find himself to be a Mercurian of Creation...). There are plenty of inventive character concepts that don't rely on doing something with IN that that it isn't meant to do. * River Tam is a Calabite!
__________________
“The world is going to Hell in a hand-basket, but I’ve got Good News: I saved my soul by switching to Heaven.” —Baruel, former Djinn of the Media, now Cherub of Destiny and the Angel of Good News |
||
04-11-2012, 11:41 PM | #213 |
Join Date: Aug 2004
|
Re: In Nomine Second Edition: What have we learned?
Note that the core book provides rules for creating human PCs — as opposed to NPCs. And it doesn't even relegate said rules to an out-of-the-way place or present them as a rules variant: instead, mundane humans, Soldiers, and Undead are presented side by side with angels and demons as potential PCs. Heck, one of the character creation examples features a player creating an Undead character. That pretty much sinks the theory that you're not playing the game as intended if you choose to play a human.
Incidently, I find it interesting that you suggest playing a human-turned-celestial (using a backstory Intervention to sidestep the firmly established principle that humans never become celestials) as an alternative to "doing something that IN isn't meant to do". Last edited by dataweaver; 04-11-2012 at 11:55 PM. |
04-11-2012, 11:46 PM | #214 | ||
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
|
Re: In Nomine Second Edition: What have we learned?
Quote:
Quote:
__________________
“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
||
04-12-2012, 12:03 AM | #215 |
Join Date: Aug 2004
|
Re: In Nomine Second Edition: What have we learned?
But Acolyte's point wasn't that Celestials get the spotlight; his point was that you shouldn't play humans. If he's right, then a hypothetical IN2e should remove humans from the core book's character creation section, and relegate it to a supplement. If he's wrong, then I'd rather see The human/celestial gap downplayed to make humans more viable PC material.
Last edited by dataweaver; 04-12-2012 at 12:07 AM. |
04-12-2012, 12:09 AM | #216 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
|
Re: In Nomine Second Edition: What have we learned?
Quote:
As far as excluding them -- no. A GM still needs to create NPCs, after all; I find the GM usually uses the character creation section more than any one player. EDIT: I'll add that this is merely my opinion. Human characters clearly can be played in IN and have been played in IN. But it's a little like playing a mundane in Vampire: The Masquerade; doable but not optimal, by design.
__________________
“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" Last edited by Rocket Man; 04-12-2012 at 12:13 AM. |
|
04-12-2012, 12:36 AM | #217 | ||||
Join Date: Aug 2010
|
Re: In Nomine Second Edition: What have we learned?
Quote:
Quote:
I will say - actual experience has yet to show an intolerable power disparity between 7-Force Soldiers/Mummies and 9-Force celestial PCs, assuming the same XP growth schedule. I just don't feel there's a case to deliberately preserve any power disparity among player characters, because that just makes it harder to ensure people get their time in the spotlight. Quote:
Quote:
Also, you're citing White Wolf as an example of intentional design. Stop it. Last edited by Omegonthesane; 04-12-2012 at 12:47 AM. |
||||
04-12-2012, 12:39 AM | #218 | |||
Join Date: Aug 2004
|
Re: In Nomine Second Edition: What have we learned?
Quote:
Quote:
Quote:
There's a lot that can be done to beef up humans that would still leave them as "second-class citizens" in terms of where the spotlight falls; right now, they're closer to the level of "slave" than even "unpopular minority". Last edited by dataweaver; 04-12-2012 at 12:53 AM. |
|||
04-12-2012, 12:55 AM | #219 | |||
Join Date: Aug 2010
|
Re: In Nomine Second Edition: What have we learned?
Quote:
Quote:
Quote:
Even straight up bringing human PCs to 9 Forces, with 36 XP, and no strict need to buy Vessels or Roles, leaves them as second class citizens - they still have no Resonance, no Cel Form, only one life, no Tether hopping, no free 5-point attunement, and no free Rites. |
|||
04-12-2012, 01:18 AM | #220 | ||
Join Date: Aug 2004
|
Re: In Nomine Second Edition: What have we learned?
Sure.
Quote:
Quote:
|
||
Tags |
meta, rules |
|
|