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Amber Diceless - Character Creation Help Please!
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<blockquote data-quote="Shallown" data-source="post: 1094758" data-attributes="member: 1368"><p>Not to be picky Skade but his name is erick not steve. But on to the post.</p><p></p><p>Best thing to do is figure what powers, items you want to have then set the rest of the points aside for bidding. If you want powers bid up psyche but don't go crazy. Just set a limit and stick with it. Same with the other stats. say you have a 100 points set 50 aside for pattern (best power for someone who hasn't played a lot (Advanced powers are a little much unless you are very inventive.) Trump is also useful. Stear clear of sorcery or conjuration unless you have checked it out with the GM. Those rules tend to suffer a lot of interpretation by the Gm (well all the powers do but they vary the most game to game) Items and shadows fall into this category as well. I would say do pattern or pattern and trump. </p><p></p><p>If you buy Trump and pattern there go 90 points spend 1 on all stats but psyche then dump the rest there. If you stick with pattern at 50 then you stats can go better with that extra 50 to spend on them. Pay attention to the bids go for the stats no one else goes for and buy cheap. Sort of like the stock market use those cheap stats every time you can. A lot of Amber and stats is about turning the situation into one where your stat rules. </p><p></p><p>Character conflict is built into the game but is not the only way to play. When I ran players seldom backstabbed there was simple too much at risk to play around with each other. Not that tension between players didn't exist it just wasn't self/group destructive. </p><p></p><p>The auction is a great way to maximise your points while minimizing the other players. You reduce the players points by egging them on and upping their bid withot bidding yourself. It can be tough but doable. </p><p></p><p>Just some passing thoughts. Haven't had a chance to play in a few years but it is my #1 favorite game</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1094758, member: 1368"] Not to be picky Skade but his name is erick not steve. But on to the post. Best thing to do is figure what powers, items you want to have then set the rest of the points aside for bidding. If you want powers bid up psyche but don't go crazy. Just set a limit and stick with it. Same with the other stats. say you have a 100 points set 50 aside for pattern (best power for someone who hasn't played a lot (Advanced powers are a little much unless you are very inventive.) Trump is also useful. Stear clear of sorcery or conjuration unless you have checked it out with the GM. Those rules tend to suffer a lot of interpretation by the Gm (well all the powers do but they vary the most game to game) Items and shadows fall into this category as well. I would say do pattern or pattern and trump. If you buy Trump and pattern there go 90 points spend 1 on all stats but psyche then dump the rest there. If you stick with pattern at 50 then you stats can go better with that extra 50 to spend on them. Pay attention to the bids go for the stats no one else goes for and buy cheap. Sort of like the stock market use those cheap stats every time you can. A lot of Amber and stats is about turning the situation into one where your stat rules. Character conflict is built into the game but is not the only way to play. When I ran players seldom backstabbed there was simple too much at risk to play around with each other. Not that tension between players didn't exist it just wasn't self/group destructive. The auction is a great way to maximise your points while minimizing the other players. You reduce the players points by egging them on and upping their bid withot bidding yourself. It can be tough but doable. Just some passing thoughts. Haven't had a chance to play in a few years but it is my #1 favorite game later [/QUOTE]
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