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Actions in starship combat for those with no useful skills
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<blockquote data-quote="Dualazi" data-source="post: 7122609" data-attributes="member: 6855537"><p>Give them a useful crewman or just have them spectate for the duration. I would hope that the game is designed in such a way that a character can contribute in multiple ways, but even in the most generous of such systems there are still usually ways for characters to become pretty specialized, and this is one of the logical consequences of that. If a player made a character that only focuses on melee combat in a sci-fi RPG, for example, then they deserve all the advantages and disadvantages that come with it.</p><p></p><p>I feel anecdotally that I've seen a lot of people on the internet and in person at least allude to resenting being stymied as a result of their build choices, which has always irked me. If you build a pyromancer in a fantasy RPG, you should do so knowing that fire immune monsters will be far more challenging for you, and yet I've still had players complain when this occurs. Sci-fi RPGs are a little more guilty of this by default due to the assumed nature of crewman necessitating specific roles, but if a GM warns a player about making niche choices and they do so anyway then the table should not bend over backwards to accommodate them in every encounter.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7122609, member: 6855537"] Give them a useful crewman or just have them spectate for the duration. I would hope that the game is designed in such a way that a character can contribute in multiple ways, but even in the most generous of such systems there are still usually ways for characters to become pretty specialized, and this is one of the logical consequences of that. If a player made a character that only focuses on melee combat in a sci-fi RPG, for example, then they deserve all the advantages and disadvantages that come with it. I feel anecdotally that I've seen a lot of people on the internet and in person at least allude to resenting being stymied as a result of their build choices, which has always irked me. If you build a pyromancer in a fantasy RPG, you should do so knowing that fire immune monsters will be far more challenging for you, and yet I've still had players complain when this occurs. Sci-fi RPGs are a little more guilty of this by default due to the assumed nature of crewman necessitating specific roles, but if a GM warns a player about making niche choices and they do so anyway then the table should not bend over backwards to accommodate them in every encounter. [/QUOTE]
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