01-29-2012, 07:59 PM | #1 |
Join Date: Sep 2011
Location: Midland WA
|
spontaneous abilities... weird
At the end of adventures characters receive character points that they can spend on advantages and attributes. I think its a little weird if after a few adventures the character grows claws or scales or time travel don't you?
Last edited by Severion; 01-29-2012 at 08:02 PM. |
01-29-2012, 08:03 PM | #2 |
Join Date: Sep 2011
Location: Midland WA
|
Re: spontaneous abilities... weird
also I would like a good place for home brew.
|
01-29-2012, 08:03 PM | #3 |
Join Date: Jul 2011
Location: West Texas
|
Re: spontaneous abilities... weird
Not in some genres. ;) Experience expenditures generally have to be approved by the GM.
|
01-29-2012, 08:09 PM | #4 |
Join Date: Sep 2011
Location: Midland WA
|
Re: spontaneous abilities... weird
|
01-29-2012, 08:21 PM | #5 | |
Join Date: Jan 2010
|
Re: spontaneous abilities... weird
Quote:
If you let human characters take Super Jump they're going to jump unrealistically. Thus in a setting where people are supposed to jump realistically Super Jump isn't allowed. It's exactly the same principle. |
|
01-29-2012, 08:59 PM | #6 |
Join Date: Dec 2007
|
Re: spontaneous abilities... weird
Only if the character isn't the kind of character who could do such a thing. In other words, superhero or vampire yes. Human private detective no.
|
01-29-2012, 09:46 PM | #7 |
Join Date: Mar 2008
Location: LFK
|
Re: spontaneous abilities... weird
Keep in mind that it's rarely a good idea to just hand PC's the books and tell them to make a 150 point character, and that certainly applies to spending earned character points as well.
A simple rule that might help is saying that if an advantage is exotic or supernatural, then it needs GM permission. Many people go further, and write up templates or lists of appropriate traits. |
01-29-2012, 10:03 PM | #8 | |
Join Date: Jan 2010
|
Re: spontaneous abilities... weird
Quote:
"You are youthful (20-25yrs) human adventurers in a gritty fantasy setting. Skills limited to 13 unless you give me a good reason." This does require a good deal of back and forth with players, though. Last edited by lexington; 01-29-2012 at 10:09 PM. |
|
01-29-2012, 11:22 PM | #9 |
Join Date: Sep 2007
|
Re: spontaneous abilities... weird
It's been said -- up to the GM, and it should fit the setting.
Perhaps the character growing claws and scales is suffering from demonic possession. Or the curse on the dragon that put him in human form and gave him amnesia is starting to wear off. Little Johnny just hit puberty and his mutant powers are starting to show -- how cute! As for time travel, wizards in a lot of D&D-style campaigns routinely go from young apprentice with the ink still wet on their 4-page spellbook to planar-hopping demigods. Why shouldn't someone learn how to time travel during the course of the game, if that sort of thing is possible at all? These hopes for future development should come out in the pre-game player creation session/discussions with the GM. You should have the GM and players talk about their characters before the game starts. Not only does the GM have to approve the character, it's a chance to find out what the player wants to do and try to work that into the campaign plotlines. |
Tags |
odd, points, question, spontaneous, weird |
Thread Tools | |
Display Modes | |
|
|