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BESM d20 Revised
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<blockquote data-quote="pawsplay" data-source="post: 5543092" data-attributes="member: 15538"><p>In my mind, it's more elegant to simply give him a point or two for the fact he on a daily basis has to rely on a different set of senses. If someone knocks out his radar sense, <em>that's</em> more like a Complication.</p><p></p><p></p><p></p><p>It doesn't break the game in any way. It is simply an example of where the core game is less elegant than some other systems.</p><p></p><p></p><p></p><p>I do that, too, but as far as I know, that's not an actual rule. I thought of using PRE for a "social lifting capacity" where you took a penalty for using Interaction skills for more than then number of people you can handle, but I never got very far with that line of thought.</p><p></p><p></p><p></p><p>DEX checks. Arguably, also, DEX skills have more breadth, so having DEX makes sense to keep costs under control.</p><p></p><p></p><p></p><p>I'm not sure about that. As long as the challenges are rated appropriately against each ability, it hardly matters how they balance across domains. I don't think the game offers enough opportunities to make INT checks, I suppose.</p><p></p><p></p><p></p><p>I've been thinking about this. GURPS and Hero have softer caps on individual abilities, and I think they can get away with it because of two things. First, each trait is basically worthwhile on its own terms. It isn't possible, for instance, to get all the benefits of IQ without, at some point, buying IQ. You could boost skill checks, raise Will and Per, and so forth, and you would still have raw IQ rolls to resist certain effects, to get over mental stunning, etc. Second, the pricing is simply better. You get what you pay for.</p><p></p><p>Thus, in the abstract, GURPS or Hero is probably better balanced. But in practical terms, M&M's use of power level caps is <em>simpler</em>. I've started games of M&M in the past few years, but not GURPS or Hero, because M&M's approach, while less "fair" is still pretty fair, and it's much, much simpler. </p><p></p><p>So in looking at BESM d20 and adapting it to my needs, my eye is on making balance simple. Capping Attributes at character level is probably a good starting place.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5543092, member: 15538"] In my mind, it's more elegant to simply give him a point or two for the fact he on a daily basis has to rely on a different set of senses. If someone knocks out his radar sense, [i]that's[/i] more like a Complication. It doesn't break the game in any way. It is simply an example of where the core game is less elegant than some other systems. I do that, too, but as far as I know, that's not an actual rule. I thought of using PRE for a "social lifting capacity" where you took a penalty for using Interaction skills for more than then number of people you can handle, but I never got very far with that line of thought. DEX checks. Arguably, also, DEX skills have more breadth, so having DEX makes sense to keep costs under control. I'm not sure about that. As long as the challenges are rated appropriately against each ability, it hardly matters how they balance across domains. I don't think the game offers enough opportunities to make INT checks, I suppose. I've been thinking about this. GURPS and Hero have softer caps on individual abilities, and I think they can get away with it because of two things. First, each trait is basically worthwhile on its own terms. It isn't possible, for instance, to get all the benefits of IQ without, at some point, buying IQ. You could boost skill checks, raise Will and Per, and so forth, and you would still have raw IQ rolls to resist certain effects, to get over mental stunning, etc. Second, the pricing is simply better. You get what you pay for. Thus, in the abstract, GURPS or Hero is probably better balanced. But in practical terms, M&M's use of power level caps is [i]simpler[/i]. I've started games of M&M in the past few years, but not GURPS or Hero, because M&M's approach, while less "fair" is still pretty fair, and it's much, much simpler. So in looking at BESM d20 and adapting it to my needs, my eye is on making balance simple. Capping Attributes at character level is probably a good starting place. [/QUOTE]
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