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Old 07-27-2020, 09:50 PM   #10
Ejidoth
 
Join Date: Jul 2009
Default Re: Rules you ignore/alter.

I pretty much always extend the ST damage linearly for high values instead of referring to the damage table--so +8 ST is pretty much always +1d thrust and +2d swing, basically, rather than the numbers slowing down and getting closer to each other as ST rises.

If the game really isn't about challenge and conflict and stuff directly, sometimes I'll skip implementing Rule of 16 for resisted abilities like spells.

I agree with the first poster about adding duration to Create. It just works better that way. If someone wants a permanent Create that creates something easily exchanged for money, that's fine, I can always just make them buy an appropriate level of Wealth to go with it.

I often keep skill points separate from other character points, like the buckets of points pyramid article suggests. It mitigates the 'just take a point in each skill you want, then focus on raising DX/IQ/HT/etc. instead' issue.

I usually don't let people take Weirdness Magnet, Unluckiness, or Cursed. I find trying to balance those as GM is annoying work, trying to make sure they're not too good or too bad for their points. I might allow the 'themed' version of Unluckiness (in the second paragraph of its description) since it feels a little less random-GM-fiat than the other options, but it hasn't come up.

There's probably other stuff I'm not thinking of just this moment.
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