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Palladium Announces New TMNT Kickstarter
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<blockquote data-quote="Keovar" data-source="post: 9179496" data-attributes="member: 23356"><p>Back to the game, I appreciate how you managed to combine randomness with fairness in character creation. I generally prefer the choices and fairness of point-buy ability scores, but I understand that some people still find it fun to randomly roll stats. When GMing, it’s harder to balance encounters for a party that has the demigod/sidekick dichotomy which rolled stats often produces, and some players will expect rerolls until they beat the odds, or roll unsupervised and leave me with the choice to either assume it was done fairly or question their honesty.</p><p></p><p>By giving extra GOO-P points, those who believe in luck can do what they enjoy, and those who don’t roll so well up front will get more character creation options later. It combines the sense of mystery/discovery which entirely-built systems lack with the equality of opportunity which entirely-random systems often lack. As a GM, I can let players make characters without individual supervision (once they know how, anyway) and ‘do the math’ later to ensure they were all made fairly.</p><p></p><p>Now I want to figure out ways to incorporate something similar into other games’ character creation systems. The best I’ve seen before is giving an experience point multiplier commensurate to the ability score flaws, but many games no longer use XP. Maybe in D&D and similar games I can create a ‘luck’ score that is increased by the flaws in the randomly rolled ability scores. I guess that could be similar to the ‘takebacks’ in MitN, but applied as a metacurrency for in-play rerolls and the like.</p></blockquote><p></p>
[QUOTE="Keovar, post: 9179496, member: 23356"] Back to the game, I appreciate how you managed to combine randomness with fairness in character creation. I generally prefer the choices and fairness of point-buy ability scores, but I understand that some people still find it fun to randomly roll stats. When GMing, it’s harder to balance encounters for a party that has the demigod/sidekick dichotomy which rolled stats often produces, and some players will expect rerolls until they beat the odds, or roll unsupervised and leave me with the choice to either assume it was done fairly or question their honesty. By giving extra GOO-P points, those who believe in luck can do what they enjoy, and those who don’t roll so well up front will get more character creation options later. It combines the sense of mystery/discovery which entirely-built systems lack with the equality of opportunity which entirely-random systems often lack. As a GM, I can let players make characters without individual supervision (once they know how, anyway) and ‘do the math’ later to ensure they were all made fairly. Now I want to figure out ways to incorporate something similar into other games’ character creation systems. The best I’ve seen before is giving an experience point multiplier commensurate to the ability score flaws, but many games no longer use XP. Maybe in D&D and similar games I can create a ‘luck’ score that is increased by the flaws in the randomly rolled ability scores. I guess that could be similar to the ‘takebacks’ in MitN, but applied as a metacurrency for in-play rerolls and the like. [/QUOTE]
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Palladium Announces New TMNT Kickstarter
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