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Anyway, the Duck has raised a number of points here that should probably be dealt with. And there are (hopefully!) too many to sort out before publication. But maybe we could tackle the most important one.
Would anyone care to suggest which that might be? Which one issue do you see as the most important, FotDuck? |
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Or, putting it really bluntly, I think your expectations are neither everyone's, nor particularly reasonable given the general design ethic in BRP games. |
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BTW, this is just off the top of my head, and based on knowledge of the old BRP mechanics and WoW, but, if you took a Mage, let him up his POW and INT with superpowers, and let him use Energy to power spells instead of/in addition to Magic Points, the spellcasters could probably achieve parity with supers, too. A guy with a 20 INT and 50 POW and around 100 Energy, could throw AT LEAST ten 10d6 Blast Spells. Fifteen if he can use his MPs too, and 20 if he has the equvalent of Magic World's Sorcerer's Staff. Not too shabby.
Of course it will leave the average two guard or cop in the dust, but Supers are like that. Also, I wouldn't say that GURPS and HERO easily scale up. With GURPS, since the skill system is tied to stat scores, they had to cap off the stat formula to prevent characters with high stats from having "perfect" skill scores. In HERO any large spread between combatants leads to a large gap in OCV and DCV that will have the same effect. Since both HERO and GRUPS use a 3D6 distribution, any high values warp the probability curve. |
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