12-19-2013, 12:04 PM | #41 | |
Join Date: Sep 2004
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Re: [DF] Replacing a dead/retired character, what CP build total?
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12-19-2013, 12:11 PM | #42 |
Join Date: Feb 2007
Location: New York City
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Re: [DF] Replacing a dead/retired character, what CP build total?
My campaigns since university far have usualy lasted 2-3 years each.
My players seem to believe that equal points = fairness. I know that in just about every source there are stronger & weaker chars. Newbies & veterans. Some times I think it would be fun to try that but I think my players wouldn't like that. However, I like Komm's idea about starting at a lower pt value & giving more xp till the 'newbie' catches up. The next time one of my player's chars dies or retires, I'm going to give it a try. Thx, Kormm! & I'll tie it to Nosferantu's Teaching/Leadership I dea too! |
12-19-2013, 01:17 PM | #43 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [DF] Replacing a dead/retired character, what CP build total?
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Sometimes I even think about building a character on less than my full starting budget, keeping a reserve of extra spending points to develop my character as I play. Hard to do that when I have a 100 point budget and a 150 point concept though :P
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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12-19-2013, 01:23 PM | #44 | |
Join Date: Sep 2004
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Re: [DF] Replacing a dead/retired character, what CP build total?
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In a supers game for instance if starting characters are 800 point builds and the rest of the team has advanced to about 1000 points it is somewhat unlikely that the new guys character concept is going to be that much constrained. Nor is it likely that a 800 point "rookie" is going to slow down a team of 1000 point "veterans" much. |
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12-19-2013, 09:09 PM | #45 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [DF] Replacing a dead/retired character, what CP build total?
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It's essentially one player sacrificing a bit of his own power (perhaps 3% of his point budget) in exchange for being able to boost another by somewhat more, over time (12%, but notably not in a front-loaded fashion), and getting to explicitly play that role in a way that creates a game-mechanical effect. MA RPG had several such "games" with power curves, made possible because it had a built-in expectation of campaigns lasting roughly 20 sessions, so that for campaigns planned to be much shorter or longer, several mechanics had to change, and some character creation options had to become unavailable. |
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12-19-2013, 09:13 PM | #46 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [DF] Replacing a dead/retired character, what CP build total?
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But two things are important to note: When you start relatively weaker but then earn experience points faster, you're better able to adapt to the types of challenges faced. And that doesn't change (much) even if the GM is strict about only allowing you to spend your experience points on skills you've actually used. (In systems that discern between acquirable and non-acquirable traits, such as Sagatafl, it's a bit less beneficial, but MA RPG had little of that, and GURPS RAW even less.) And secondly, MA RPG was built around a concept of fairly fixed campaign length, 20 sessions, with the necessity to modify a lot of the mechanics, and disable certain character creation options, for campaigns planned to be of distinctly non-standard length. |
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12-19-2013, 10:18 PM | #47 | |
Join Date: Sep 2004
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Re: [DF] Replacing a dead/retired character, what CP build total?
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12-20-2013, 03:39 AM | #48 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [DF] Replacing a dead/retired character, what CP build total?
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As I recall, that question didn't occur to me, but if I had kept at developping MA RPG, it probably would, and then I'd have said no, that if you have the Mentoring trait then you automatically become immune to being mentored. Note also that two Veteran class characters mentoring each other might in fact be less efficient, than if those two players had chosen to make characters of the Learner character class instead, the one that starts at a lower point value, but earns experience much faster for the first X sessions. IIRC Mentoring worked extra well on Learner class characters, and may in fact not have been very efficient on other classes. The whole idea was to set up a fun (and mildly dramtic) dynamic, if two of the players happen to be into it, of roleplaying a Master-and-Apprentice thing. Possibly complete with wax on, wax off. In GURPS terms, though, either concept boils down to pay X CP now, get a trickle-back return on investment that is >X. For instance a 15 CP disadvantage that means you get 3 extra experience CP for the next 10 sessions, giving you a long-term bonus of 15 CP. The Learner class from MA RPG had two or three instances of that. And a Mentoring character would have one instance, but with a Useable On Others Enhancement. For added fun, one could look into making it Limited to only certain skill types. Or add "lump sum"-type "training montages as another effect in addition to the steady CP trickle. That in itself, having one or two training montages in a campaign, might be a lot of fun. |
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