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#1 | |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Even D&D needs pre-game discussions, if only to keep one player from creating an ultra heroic fighter, another a Leroy Jenkins murder-hobo, another still a pure role-playing courtly intrigue fop, and the final one a back stabbing everyone for themselves thief. That game limped along but a little pre-play compromise would have helped a lot.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#2 | |
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Join Date: Jun 2006
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Some games do that - FUDGE totally divorces them, Chaosium BRP systems mostly use the negligibly small modifier versions - and it works fine. But while you sometimes see it proposed for GURPS (usually as some (or all) skills are based on 10 or 12) it's quite a radical change. And of course if you are leaving in Talents, well, all IQ or DX are as skill modifiers are 20 point Talents. A slightly different game design could've called each non-overlapping Talent an attribute, so have you done anything but move the problem from the attributes to those Talents?
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-- MA Lloyd |
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#3 |
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Join Date: Jul 2005
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More and more I think we just need to throw away points completely. Just come up with a character concept you want to play for my game; we can make tweaks to fit my game; then make the character with whatever statistics meet the character concept we agreed on. As a corollary, if you think your character has gained skill, let me know, if we agree based on what's happened in the game, bing, your skill improves. No points. No problem.
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Villain's Round Table |
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#4 |
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Join Date: Oct 2008
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I have normally limited attributes to below 20 in most games.
So overall I do not see any problem with the limit.. but I would just call the limit what it is.. In my current high power fantasy game the basic attribute limit is 15+racial mods. They can however raise one attribute above that at a raising extra cost(+1/+5/+25/+125...). There are couple of extra wrinkles too: It is possible to raise other attributes than the one by 1-2 over the limit by paying obscene amounts of money in addition to the extra cost(I think two of the PCs have +1 in one other attribute too). ST limit also modified by SM. |
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#5 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#6 | |
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Join Date: Sep 2006
Location: Seoul, Korea
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For example, the merchants in my Traveller campaign walked around with Gauss PDWs and the skills to use them. They got in 4 significant firefights (significant here meaning more than 2 rounds) over the course of an 18 month campaign, and handily won 3 of them (the 4th one, they won but the other guys got away). But the game was structured such that the firefights aren't what my players talked about afterwards. We talked about the machinations they were using to trace down the rogue elements of the Vilani government trying to trigger the next interstellar war without accidentally triggering said war themselves. But to each their own, I'm also not a fan of killing PCs, hence why I disliked D&D so much (I kept nearly losing/losing PCs). |
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#7 | |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#8 | |
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Join Date: Jul 2005
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Point taken. (Get it!). That "no points" ruins the min/maxing experience presented by dungeon fantasy only strengthens my resolve to use it in games where the focus is on storytelling, role playing or simulation.
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Villain's Round Table |
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#9 | |
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Join Date: Jan 2006
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#10 |
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Join Date: May 2013
Location: Ellicott City, MD
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There's also the suggestion of attributes costing double to raise once play starts. Mages would still want to raise IQ above individual skills, but, mages really should be the "smart" ones anyway in most settings.
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