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Prima System - Core Mechanic discussion.
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<blockquote data-quote="GMMichael" data-source="post: 6266705" data-attributes="member: 6685730"><p>Let me get this straight - at rank 5, a player rolls a d20 and a d12 for his outcome, and his range of outcomes is between 2 and 32? A little swingy. Is that what you're going for? Swing by anydice.com and check out some of the outcome distributions.</p><p></p><p>I see what you're saying about the D&D skill-monkey versus skill-n00bs. Now, a discussion about D&D rules doesn't fit this thread...UNLESS D&D rules are helping to inform and shape the creation of your own rules. So...</p><p>You're right: a character with +23 in Swimming is going to make his wizard buddy with -2 in Swimming look like a fool. But I don't think this is a system problem; I think it's a GM problem. The GM should plant non-competitive DCs firmly in the 15-25 point range. This gives characters with really low modifiers a <em>chance</em>, while it allows characters with high modifiers to <em>shine</em>. Obviously, it's unbalanced if the mer-man is directly competing in a swimming contest against the wizard. But this overlooks an important question:</p><p></p><p>Isn't +23 already a little unbalanced? And the companion question: shouldn't the wizard, hopefully at equally high level, be able to well outshine the swimmer in a different category?</p><p></p><p>What this means for Prima: narrowing the range is fine. But do you want a system that brings the novices closer to competing with the demi-gods?</p><p></p><p></p><p>Oh, I'm with you. In the Modos RPG game I'm running, PCs get one award after each session: a skill point, ability point, or perk. Gain one of each, gain a level. Can PCs make a completely gimped character? Yes. But there are two safety mechanisms:</p><p></p><p>1) If you roleplay your gimped character well, this provides you with more hero points (which can be used as either special abilities or luck).</p><p>2) The GM has Rule Zero: the Guide of Modos is always right. So even if the rules say you can spend all your points in the Metaphysical ability, the skill Underwater Basket Weaving, and perks converted into more Metaphysical points . . . Rule Zero. The GM says the gods take pity on you and grant you some extra Parry skill points...just to make you less gimped.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6266705, member: 6685730"] Let me get this straight - at rank 5, a player rolls a d20 and a d12 for his outcome, and his range of outcomes is between 2 and 32? A little swingy. Is that what you're going for? Swing by anydice.com and check out some of the outcome distributions. I see what you're saying about the D&D skill-monkey versus skill-n00bs. Now, a discussion about D&D rules doesn't fit this thread...UNLESS D&D rules are helping to inform and shape the creation of your own rules. So... You're right: a character with +23 in Swimming is going to make his wizard buddy with -2 in Swimming look like a fool. But I don't think this is a system problem; I think it's a GM problem. The GM should plant non-competitive DCs firmly in the 15-25 point range. This gives characters with really low modifiers a [I]chance[/I], while it allows characters with high modifiers to [I]shine[/I]. Obviously, it's unbalanced if the mer-man is directly competing in a swimming contest against the wizard. But this overlooks an important question: Isn't +23 already a little unbalanced? And the companion question: shouldn't the wizard, hopefully at equally high level, be able to well outshine the swimmer in a different category? What this means for Prima: narrowing the range is fine. But do you want a system that brings the novices closer to competing with the demi-gods? Oh, I'm with you. In the Modos RPG game I'm running, PCs get one award after each session: a skill point, ability point, or perk. Gain one of each, gain a level. Can PCs make a completely gimped character? Yes. But there are two safety mechanisms: 1) If you roleplay your gimped character well, this provides you with more hero points (which can be used as either special abilities or luck). 2) The GM has Rule Zero: the Guide of Modos is always right. So even if the rules say you can spend all your points in the Metaphysical ability, the skill Underwater Basket Weaving, and perks converted into more Metaphysical points . . . Rule Zero. The GM says the gods take pity on you and grant you some extra Parry skill points...just to make you less gimped. [/QUOTE]
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