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The "get out of a Geas" question is one for the Fate Points thread. See you all there! |
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Simon Phipp Wallowing in my elitism since 1982. Never in a million years / 420 Many Systems, One Family RQ/BRP Site (Not much BRP at the moment) www.soltakss.com/index.html |
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Yes this is the best way to handle the topic. The cultural background defines if one is a good sailor to earn the titel "master sailor" or just an poor amateur who bought the titel from the authorities. The term "master sailor" is purely arbitrary because there are no guidelines in the rules if a "master" is 50% or 150%. The term get only some sense if you know if this "master sailor" comes from dry Mongolia or from 15th century Venice. |
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And its a game system's job to not make him have to more than he must. The fact other people seem to disagree with that is why I say my participation in this thread is basically pointless; the premise most of the people I'm debating with is so different we might as well not be in the same hobby in some ways.
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![]() Okay, here we go again (shortened down to the main points): I think Kloster have a point here. The RQ3 rules specifically state that an option is to let the players chose their occupation, which is what I usually do. Unless we're starting up a new group, with everyone as inexperienced farmers, but that can be fun too (and "balanced"). On the issue about whether to drop a newborn farmerboy amoung a group of Humakti heroquesters, I totally agree with you Nightshade. ![]() SGL.
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Ef plest master, this mighty fine grub! 116/420 |
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Within the context of overall "game balance", only skills really matter (ok, spells, abilities, and whatnot, but you get the point). Background matters specifically because of the skills that result (which was Nightshade's point). Culture matters because it affects what cultural skills you may have. Religion matters because it determines both what special skills may be available and what spells your character may learn. Species matters because it determines that base stats and skills your character will have. Most of those things (including personality) also have significant roleplaying importance, but this thread was about game balance. How you "balance" those aspects are purely up to the GM. You can decide exactly to what degree playing a dark troll may disadvantage someone in your campaign (ranging from "instantly suicidal" to "not at all"). As a GM, you get to decide all on your own whether the player who's snaky get's punished for doing oddball things, or gets rewarded. There's a classic story in our game about a hobbit tossing a stone into a pool "just because" and the fallout it caused (hobbits are evil. Really!). But all those things are "flavor", and not so much "balance". Systemic game balance, such as the kind Nightshade was talking about derives from skills. My original observation was that in RQ (and BRP systems in general), the negatives from having lower skills aren't nearly as harsh as they are in other games. You're free to choose not to have large skill gaps between characters in an adventure, but the game system itself is much much much more forgiving if/when it happens. |
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Annoying, isn't it?
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__________________
Simon Phipp Wallowing in my elitism since 1982. Never in a million years / 420 Many Systems, One Family RQ/BRP Site (Not much BRP at the moment) www.soltakss.com/index.html |
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It's not quite that simplistic but it's close enough. |
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Those people are not hurt in any way by the fact that those tables and options are available within the game system. However, insisting that the tables shouldn't be in the game because you don't use them in your campaign *does* hurt those who want to use them (for whatever reason). You can always choose not to use an existing rule. But you can't choose to use a rule that doesn't exist. Seems pretty abundantly obvious to me... |
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