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All Characters Should be Good at Talking to NPCs
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<blockquote data-quote="Voadam" data-source="post: 8324960" data-attributes="member: 2209"><p>Or alternatively, the game system could be designed to not make those trade offs part of the system.</p><p></p><p>Take GURPS/Man-to-Man, a point buy system for generating combat abilities. Characters can trade off toughness versus strength versus accuracy to have different styles of combat that are roughly balanced for different 100 point buy builds. In Man-to-Man it is just the combat point buy options, In GURPS you expand the things you can spend points on to social skills and abilities or skills for other things like exploration or other non-combat and non-social activities such as knowledges and professional skills and other miscellaneous advantages.</p><p></p><p>You can go the GURPS route of spend your standard 100 points among the three pillars or focus on being good in one. This leads to lots of opportunities for mediocrity in spreading yourself thin around lots of areas to participate OK in lots of places, or being a good specialist (combatant, face, etc.) who is poor in other areas.</p><p></p><p>Alternatively you could set it up where you have three separate pools of points so everyone is good at combat in their own style (the D&D 3e on model and the Man-to-Man model) and competent in other areas/pillars too.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8324960, member: 2209"] Or alternatively, the game system could be designed to not make those trade offs part of the system. Take GURPS/Man-to-Man, a point buy system for generating combat abilities. Characters can trade off toughness versus strength versus accuracy to have different styles of combat that are roughly balanced for different 100 point buy builds. In Man-to-Man it is just the combat point buy options, In GURPS you expand the things you can spend points on to social skills and abilities or skills for other things like exploration or other non-combat and non-social activities such as knowledges and professional skills and other miscellaneous advantages. You can go the GURPS route of spend your standard 100 points among the three pillars or focus on being good in one. This leads to lots of opportunities for mediocrity in spreading yourself thin around lots of areas to participate OK in lots of places, or being a good specialist (combatant, face, etc.) who is poor in other areas. Alternatively you could set it up where you have three separate pools of points so everyone is good at combat in their own style (the D&D 3e on model and the Man-to-Man model) and competent in other areas/pillars too. [/QUOTE]
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