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d6 the future of d20?
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<blockquote data-quote="woodelf" data-source="post: 1690632" data-attributes="member: 10201"><p>By "randomly assigned", you don't mean literally random, you mean that the player could put them wherever she wanted to, right? [My book is on loan, so i can't double check, but i'd think i would have noticed if it was literally random.]</p><p></p><p>As for using one pool of points for advancement and hero points: at least in the genre/setting in question, that's a feature, not a bug. Look at the original Star Wars trilogy: all the main characters go through roughly the same amount of stuff. Yet Luke goes from whiny farmboy to superhuman hero, while Han's only improvement is getting the girl. However, Luke also has tons of bad stuff happen to him, while Han seems to have the luck of the Irish. Star Wars models this perfectly: Luke's player hoarded her points, using just about every one of them to improve her character, while Han's player was burning them left and right to get out of sticky situations, and had almost none left for advancement. If the balance between the long-term value of spending them and the short-term value of burning them is right [i have no idea if this is true in Star Wars], it's a very reasonable trade-off, producing equal character effectiveness, over the long haul, whichever route you go. And, if the GM does it right, the person who doesn't burn points really *is* at a disadvantage over the short term: given that tradeoff, the GM should be at least occasionally throwing situations at the players that are beyond their capabilities, so that they "must" burn some hero points, or accept the bad consequences. (Obviously, you don't kill characters for refusing to burn hero points--you capture them, or torture them, or steal the McGuffin, or whatever.)</p></blockquote><p></p>
[QUOTE="woodelf, post: 1690632, member: 10201"] By "randomly assigned", you don't mean literally random, you mean that the player could put them wherever she wanted to, right? [My book is on loan, so i can't double check, but i'd think i would have noticed if it was literally random.] As for using one pool of points for advancement and hero points: at least in the genre/setting in question, that's a feature, not a bug. Look at the original Star Wars trilogy: all the main characters go through roughly the same amount of stuff. Yet Luke goes from whiny farmboy to superhuman hero, while Han's only improvement is getting the girl. However, Luke also has tons of bad stuff happen to him, while Han seems to have the luck of the Irish. Star Wars models this perfectly: Luke's player hoarded her points, using just about every one of them to improve her character, while Han's player was burning them left and right to get out of sticky situations, and had almost none left for advancement. If the balance between the long-term value of spending them and the short-term value of burning them is right [i have no idea if this is true in Star Wars], it's a very reasonable trade-off, producing equal character effectiveness, over the long haul, whichever route you go. And, if the GM does it right, the person who doesn't burn points really *is* at a disadvantage over the short term: given that tradeoff, the GM should be at least occasionally throwing situations at the players that are beyond their capabilities, so that they "must" burn some hero points, or accept the bad consequences. (Obviously, you don't kill characters for refusing to burn hero points--you capture them, or torture them, or steal the McGuffin, or whatever.) [/QUOTE]
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