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From my point of view, additional characteristics would only make sense if
they had any meaningful impact on the playing of the characters. Therefore there should be some kind of connection between the new charac- teristics and the characters' skills or other forms of "performance". I find your idea interesting, although rather overcomplicated for my taste, but without more informations about the consequences of the additional cha- racteristics during the game I would find it difficult to have an opinion. |
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This is what's known as the lumping/splitting problem, and in the end it can't b e anything but "season to taste"; there's almost no defining trait for a character that can't be split down finer or lumped up together with something else; the question ends up being whether the distinction is important enough to justify the overhead.
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**Idea deleted for insolence**
![]() As far as characteristics and mechanics... I'm of the less is more school of thought. Despite being an old hand at CoC I'm glad to see Edu become optional. It wasn't even considered in the pulp version of the rules I wrote up years ago. Heck sometimes I even wonder about the usefulness of the Size attribute. Some of your attributes could be represented by skills instead. Despite some of issues I have with MRQ... I like the skills Resilience and Persistence. A person who doesn't get sick much but can't take a punch? Low Con coupled with a high Persistence score. Sure it's not too cost effective but it is do-able. |
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'Looks' and 'Appearance' are the same thing, except that one is in more layman's terms.
I always felt that there was no need for a Charisma score on the grounds that 1) we have APP already, 2) 'Personality' is represented by other traits like INT, EDU and POW (even the physical traits to a degree, as they describe how the character is to the rest of the world too). Intelligence, in particular, should describe ones ability to interact and communicate with others in a lucid manner. Power indicates force of personality, to a degree also. 3) We have skills for things like Persuade and Fast Talk. A few other observations: - Knowledge isn't the capacity for learning - it's what you know already. Currently it's represented by EDU. - Stamina and Endurance are pretty much the same thing in terms of their effect on gameplay. - A lot of your Characteristic range are merely the same as BRP, but with different names. Why are these names better? - Morality is an interesting stat - although, it's something that's not easily definable, universal or easily measured as such. Last edited by TrippyHippy; February 1st, 2008 at 12:18. |
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Ok, that's a bad joke. But seriously I do think that if you incorporate a lot of basic TALENT in the attributes (atleast if you have a medium to better level), you don't have to find a micromanaging skill for every situation. The best thing would be if the talent or atleast possibility fo a talent for the supposed situation is to be found in the attributes. Half of the work is already done by that. And that is the main thought here: to simplify by "overbuilding" mechanics early on. Does that sound crazy? Erik Brickman.
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"I intend to live forever, or die trying" - Groucho Marx |
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Aha! Interesting, I've never heard of the problem before being named like that. And yes, the question is, is it possible to use with different tastes? Or is it to overbuilt? Read my reply to rust. Erik Brickman.
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"I intend to live forever, or die trying" - Groucho Marx |
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No, definitely not crazy - although I would prefer an approach with less an
broader skills instead of additional characteristics. In my opinion it is the purpose of the rules to make playing characters easy for the players by providing them with guidelines. However, when you add more and more details to the rules system, you come closer and closer to the point where the entire apparatus goes belly-up and starts to hinder and restrict the players instead of helping them. Therefore I usually prefer to take away instead of to add, and in this case I would probably take away "sub-skills" instead of adding characteristics. But in the end this is a matter of personal taste, and your version will be just as playable as mine, only in a somewhat different way. |
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Hehe, I'd like to know what that was...?
"The less is more school of thought" is actually what I'm also a member of. But read my reply to rust, because I think there actually can be more simplified rules by "overbuilding" the first part, i.e. the characteristics from the beginning. That way you don't have to have one skill for every bit of little area that needs to be tested. Edu is justified by how high tech-level the campaign is set in. My own setting of EBROS is a high fantasy world (with very little magic being available). Size is somewhat of a hate/love characteristic for me. It's needed but a little bit too simple to be among the other characteristics. Quote:
Erik Brickman.
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"I intend to live forever, or die trying" - Groucho Marx |
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Skills like Persuade and Fast Talk are only that: skills. And I want to avoid having too many skillls. That makes some areas impossible to know anything about. Ever. Which is bad, in my book. Quote:
You're probably right when you say "Stamina and Endurance are pretty much the same thing", but there's things built into the two that differ. Like I explained in my opening thread. That doesn't mean I'm right. They probably need to be worked on. The name change is to have ONE letter for each attribute different from the other. If you look, you'll see that they all start with a different initial. That makes it possible to abbreviate them with one capital letter. Yes, you're definately right when you say "although, it's something that's not easily definable, universal or easily measured as such." But I'm working on it, I'm not 100% sure I'm gonna use it. We'll see how it works, if I get to playtest it. Thanks for your views! I like this opportunity to talk about it! Erik Brickman.
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"I intend to live forever, or die trying" - Groucho Marx Last edited by dracopticon; February 1st, 2008 at 15:33. |
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