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Posted 12 June 2000 - 12:33 PM
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Posted 13 June 2000 - 03:55 AM
Original post by Hase
I have to disagree
(This is in respect to the WhiteWolf post)
As much as weaknesses contribute to a good RPG experience I feel strongly that having negative aspect to high ability scores would kill the whole "experience and upgrade" thing.
Don´t get me wrong, strengths and weaknesses are what make it so much fun but when you have to watch out that you don´t become too strong everyone will be going for the "middle", ending up with an average allrounder.
Posted 14 June 2000 - 03:36 AM
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Posted 15 June 2000 - 03:35 AM
quote:Hmm, I was thinking of it as a modifier. I''ll have to think about it
Original post by Hase
On the contrary, you HAVE to tell someone what personality boni/mali you get, otherwise your character devellopment is more or less a shot in the dark.
quote:Could you elaborate.
Besides, if the personality affects other stats someone will just do the work an try everything out until he´s got the stats.
quote:Erg! My bad! Guess Landfish is right when he says mixing all these ideas together can be bad. Maybe it shouldn''t be such a drastic change when it''s beneficial.
The temporary stats change idea is nothing new. . . but, as in your example, it kills the whole idea of a personality/character.
. . . you´ll probably end up with the "average optimum" again -> no matter what you start out as, you´ll level out your deficiencies with items/spells....
So in the end it wouldn´t matter what character you played.
quote:Oh! But that''s fun! Hmm, now where''s that jackass booster I got the other day...
The only thing that can make a good RPG experience is strengths and weaknesses that can ONLY be countered by good roleplaying.
If your Barbarian is a daft dumbass you´ll have to live with it and work with it, maybe you´ll have to cope with not being invited to banquets and such, not just shoot up some personality drugs and be the toast of the party for the evening.
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