09-09-2009, 02:25 AM | #61 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Attribute Limits
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I've found Klutz tricky too, but personally I found the other part the hard bit, as I would always forget about it. |
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09-09-2009, 03:36 AM | #62 |
Join Date: Aug 2009
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Re: Attribute Limits
Thanks. I'll see as a rule for avoiding near omniscience. The rule grow in a 3rd ed game, when a IQ 18 magician was created. Default 12 for hard skills, and we decided that, no matter how much IQ you have, you need something more formal training that seeing 'Dr House' in order to be a competent physician.
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Not an english native speaker. So expect some mistaques .... Last edited by bolondro2; 09-09-2009 at 03:39 AM. |
09-09-2009, 11:55 AM | #63 | |
Join Date: Aug 2004
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Re: Attribute Limits
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09-09-2009, 12:22 PM | #64 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Attribute Limits
A risk with attribute limits is that if you set them too low, you may find everyone at the limit. In a 100 point game, attribute limits of 13 won't bother people or even be much noticed. In a 500 point game, you'll see an awful lot of characters sitting at 13.
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Last edited by Anthony; 09-09-2009 at 12:26 PM. |
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09-09-2009, 12:30 PM | #65 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Attribute Limits
Limits make people push them. I've found that i you set a cap, people go for it. Also, be careful on how many points you give.For example, I was in a 3rd ed game a long time ago, where we had 150+40+5 points and were limited to racial+3.This means than a lot of humans were 13/13/13/13 since that was only 120 points,you were capped to age*2 in skills and unless you wanted wealth, or magery, you didn't have much t spend the points in.
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09-09-2009, 12:34 PM | #66 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Attribute Limits
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Tags |
attributes, house rules |
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