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General Tabletop Discussion
*TTRPGs General
'Balancing' rolled characters
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<blockquote data-quote="Petrosian" data-source="post: 1057324" data-attributes="member: 1149"><p>item 1: balance to me is also just a matter of the character's abilities being relevent and useful to the challenges the GM scripts... which basically ends up serving as screen time and impact. As such, the vast majority of "trade offs" you see in "balancing" are irrelevent except in the context of the GM and his script. So, if the fighter has a net +10 in bonuses while the thief has a net +3, the Gm can script for the thief skills to be more relevent.</p><p></p><p>item 2: The downside to rolled stats is two fold for me... its not as easily done away from Gm and not every Gm is skilled at item 1. I myself tend to roll really bad stats... imagine a rolemaster pc with five score in the 21-29 range, two 90's and no other bonus scores AFTER promoting two 90's. I named him fishbait and played him but my Gm did nothing to use the few rather unique skills i had.</p><p></p><p>Item 3: if you want a mechanic counter then do something rather simple... "Dolabo the god of lost causes favors heroes going up against great odds and realizes that those with natural gifts are heroic but sees those more normal people whole still go heroic even more. So he awards luck to heroes." Then give the guy with the highest stat bonuses 1 luck. Give everyone else 1 luck PLUS the points in bonuses they are lower than he. So if the jock was +10 net bonuses among his atts, he gets 1 luck, while the +6 rogue gets 5 luck, and the +4 mage gets 7 luck. Allow each luck to allow a reroll of any roll and the points to "refresh" each level.</p><p></p><p>This provides a notable but not seriously overwhelming benefit to offset the random shifts. Will it be balanced, thats going to depend on the GM, but it provides a "trade off" which is really all you need as a handle for balance.</p></blockquote><p></p>
[QUOTE="Petrosian, post: 1057324, member: 1149"] item 1: balance to me is also just a matter of the character's abilities being relevent and useful to the challenges the GM scripts... which basically ends up serving as screen time and impact. As such, the vast majority of "trade offs" you see in "balancing" are irrelevent except in the context of the GM and his script. So, if the fighter has a net +10 in bonuses while the thief has a net +3, the Gm can script for the thief skills to be more relevent. item 2: The downside to rolled stats is two fold for me... its not as easily done away from Gm and not every Gm is skilled at item 1. I myself tend to roll really bad stats... imagine a rolemaster pc with five score in the 21-29 range, two 90's and no other bonus scores AFTER promoting two 90's. I named him fishbait and played him but my Gm did nothing to use the few rather unique skills i had. Item 3: if you want a mechanic counter then do something rather simple... "Dolabo the god of lost causes favors heroes going up against great odds and realizes that those with natural gifts are heroic but sees those more normal people whole still go heroic even more. So he awards luck to heroes." Then give the guy with the highest stat bonuses 1 luck. Give everyone else 1 luck PLUS the points in bonuses they are lower than he. So if the jock was +10 net bonuses among his atts, he gets 1 luck, while the +6 rogue gets 5 luck, and the +4 mage gets 7 luck. Allow each luck to allow a reroll of any roll and the points to "refresh" each level. This provides a notable but not seriously overwhelming benefit to offset the random shifts. Will it be balanced, thats going to depend on the GM, but it provides a "trade off" which is really all you need as a handle for balance. [/QUOTE]
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