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A few idea of making larger than life characters.
1) Go with the metaskill idea. I'd suggest my old option of using the category mod as a sort of base skill. Get rid of the 10 base and do something like Manipulation =INT+DEX+(STR/2). THat would give your character an ability to use all skills if everything was covered under the base. For more heroic character you could either add a flat mod to the base, or double it. So an average PC could have a 50% base chance with all Manipulation skills. Certainly Heroic if you want it. 2) Allow PCs to pick their 10s die after the dice are rolled. So if someone rolled a 73 they could switch the dice and read it as a 37. This would make the character a lot more capable and would avoid doing a major rewrite. PCs would simply do better becuase they are PCs without needing higher scores.
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Same thing with spells. Your HPs were equal to your str, but were also expended to cast spells (with int determining the highest "level" of spell, and dex determining your chance to cast/hit with the spell). It was all about killing the other guy before he killed you, which made for adventuring through multiple encounters pretty brutal. We added additional items and expanded some spells in order to make it a bit less nasty, but I'd estimate that the kill rate was still around 50% or so... ![]() Fun game though! Quote:
It's doable, but very very difficult. TFT used stats for a lot, but then it only had 3 stats. Even with just those three, there were some pretty clear "dos" and "don'ts" to character creation. I imagine that as you add more stats to a heavily stat influenced game, the problem of balancing them would only grow... Quote:
But "traits" are about roleplaying IMO. That's why we play the game, right? It's what distinguishes a RPG from a game of monopoly. As a player, I'm playing another roll. I choose what personality that character has and I choose how that character reacts to the world and situations the GM puts him/her into. If I'm presented with a choice between saving my fellow party member who's hanging by his fingers from a ledge and could fall any second or perhaps pocketing that large glowing ruby first before anyone else spots it, I shouldn't roll against my "greed" trait. I should be able to simply make the choice. And I should be able to make that choice based on the personality of the character I'm playing if I want. Because that's roleplaying. If you make those choices by rolling dice, then why play a roleplaying game? Quote:
The system was specifically designed to expose the PCs to situations in which they could succeed by calling upon their "good" traits, or fail by falling to their "bad" traits. It was not a guide to roleplaying at all, but a skill system in itself. The opponents were not the physical enemies you fought, but the temptations to do the "wrong things". Um... I still didn't like the game much though. Way too linear. Far too abstracted. The scenarios were scripted. Overly so. Maybe my biggest problem with Pendragon was that basically everyone was playing the exact same character. The only difference was that your stats determined your ability to succeed at playing that role within the context of a given scene. You couldn't choose to play the loner thief who decides to join up with a band of adventurers for fun and profit only to find himself overtime caring about his friends more then the loot (think Han Solo, or a hundred other similar characters). Nor could you play the reluctant sidekick who wants to help his mentor, but keeps causing more trouble in the process. Or the simple farmer who gets caught up in events and ends up a hero (think Frodo, or another hundred similar characters). Nope. In Pendragon every single character was striving to be the same "perfect" model. The stats measured the degree to which you'd achieved that. It worked, but only in that incredibly narrow context (and wasn't my cup of tea even then). For any sort of broader RPG, I'd avoid any sort of personality trait characteristics like the plague. Oh. and I get your comment about some players not knowing how to roleplay. And certainly it's true that new players will tend to simply roleplay themselves (with whatever skills and stats and items are on the sheet in front of them). But I've found that those new players, after they've played a few characters will almost always at some point approach me and say "Hey. I've been thinking I'd like to play a character that's like this....". And at that point, they start roleplaying things other then themselves. It may take a bit, but pretty much every player eventually does "get it". If you allow them, that is. I think if you made a characters personality into stats, this might make the process take longer because they're not actually playing the role, they're rolling their play (if you get that). And it'll also be more likely to annoy players then please them. The traits on their sheet will never perfectly match their own vision of their character's personality, so they'll usually end up being something that prevents them from roleplaying how they want rather then something that helps them. I have the same problem with alignment from D&D. Yeah. It served a purpose back in the day, but not a very good one IMO. |
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Gnarsh has some good points here,
The thing with personality traits in Pendragon were that there was an ideal to aspire to, and real game reasons to do so. Actually there were several ideals, depending on your culture and religion. In most RPGs it is very easy to roleplay a valiant or pious person. Likewise it is very easy to roleplay resisting torture. The player isn't having toothpicks shoved under his fingernails. The risks are all intangible. So players tend to roleplay what works. In Pendragon adventures could be based around characters having to past tests, not just of prowess, but of character. And that is what the traits did very well. Many stories simply won't work without something to handle traits. The other thing is that the traits didn't play the character, but the player's actions defined the traits. Unless a character was being deliberately forced to test something by the GM, such as aking a valor roll to face a dragon, the choice was up to the player. Even when the player failed to do something, he could master his passion later. So someone who didn't have the courage to charge the dragon can screw up the courage in a little bit.
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In our current homebrew system we do use traits, but they are only a part
of the character background. They help the player to define his character, and they help me as the GM to "reward" the player for staying "in character" or to "punish" him for suddenly changing his character's personality in mid- play because it seems convenient at the moment. However, there are no die rolls during the game. The player decides what his character will do or not, and the character suffers the consequences. A cha- racter who is known for his truthfulness will find diplomacy easier than a well known liar, but will suffer harsh setbacks and a loss of reputation once he got caught with his first lie. |
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But I'll return with some new energy soon (I hope)! Bye for now, and thanks again, Erik Brickman.
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But by all means the player should be able to decide if his character stoically faces his fate or cries like a baby... Quote:
Now, not quite as free form as "Toon" for example, but a bit too open for my tastes. Some may love those types of systems (actually I know that many many people do!), but my problem is that it usually devolved into one of two things: 1. Roleplaying munchkinism. Basically, if you were flowery enough or loud enough in your roleplaying attempts you could justify any roll possibility (always using your "best traits" to accomplish things). This often didn't improve actual roleplay, but lead to the kind of overbearing roleplaying style that I had quite enough of back in my days of GMing game tourneys (there's *always* one at every table if you know what I mean). A subset of this is players who specifically pick which traits to focus on, not for roleplaying purposes, but so as to maximize their ability to pull this off. 2. Overly strict GMing. This was usually a reaction to number 1. The GM attempts to ensure that his players can't justify using only their best traits to resolve every encounter. So he deliberately crafts them to ensure that a wide assortment of different traits must be used to accomplish the tasks before the party and complete the adventure. Sounds good in practice (and works), but results in exactly the kind of "rolling your play" problem I mentioned earlier. Dunno. There were just always several aspects of that type of system that I've always disliked. I understand that many people do like them, so that's obviously their choice. However, regardless of personal opinion using traits successfully does require that the game model be shifted significantly. They're just not going to work in a traditional skills based RPG IMO. |
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Well, in our RQ3 games we never enforced the traits. However, we would fill them out on the character sheet based upon the character's concept. This was mostly for the benefit of the GM in case he had to NPC a player's character during an adventure for whatever reason. Having it filled out helped the GM in determining the player's in-game actions.
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