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Blood and Vigilance
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<blockquote data-quote="Vigilance" data-source="post: 5480333" data-attributes="member: 4275"><p>Ah, I understand now, for some reason I saw advanced training and my brain locked on my use of that term in Blood and Guts. </p><p></p><p>1. The bonus feats don't replace your regular feats. So you'd get feats at 3rd, 4th, 6th, 8th, 9th, 2 at 12th, etc.</p><p></p><p>2. The reason for the change mostly has to do with the evolution of the game, especially once Blood and Circuits was added to the mix, with its far more robust gadget creation rules. </p><p></p><p>Designing a superhero system, as well as full gadget rules, proved too daunting a task to do all at once. </p><p></p><p>So, I ended up designing B&V, then taking several months to work on other projects and recharge, while I tackled the daunting task of adding a robust gadget creation system that would work not only for supers, but also for other modern games. </p><p></p><p>Now, if your character is brilliant and wealthy, you could probably just use the rules in Blood and Circuits and build items from scratch. But what about other types of characters, who have some advanced hardware as an integral part of their character without any super science abilities or high wealth score?</p><p></p><p>Here you can look at characters like Hawkeye? Or Captain America?</p><p></p><p>There was also some inconcistencies in the approach of having powered and non-powered characters interact. For example, swinging was listed a power. Plenty of characters in comics I'd consider advanced training, like Batman, have this power.</p><p></p><p>So either it needed to become a feat, or Batman has powers. </p><p></p><p>And really, if you think about it, *of course* Batman has powers. No legit character would have the scores to be Batman otherwise. He's a peak human in terms of Strength, Dexterity, Intelligence, Con and Charisma. </p><p></p><p>That's not a character starting with normal ability scores and raising them as he rises in level, even with a more generous level bump to ability scores. He's too good.</p><p></p><p>And just deciding that Batman's player cheated, or rolled straight 18's at 1st level, weren't answers to that question I was willing to live with. If your advanced training character can't aspire to be Batman, or Captain America, or Hawkeye, then the game is fundamentally flawed. </p><p></p><p>There were also a lot of balance issues between Advanced Training and other origins. </p><p></p><p>They got feats, ability increases and skills, just like the Advanced Training guy.</p><p></p><p>Sure, they got a little less of those things, but enough to make up for having powers? </p><p></p><p>It turned out, no. </p><p></p><p>We toyed with a lot of different methods, but nothing compared to giving the advanced training character power points over the long haul for maintaining balance.</p><p></p><p>Again, no matter HOW MANY feats and skill points he got, it wasn't enough. At some point, having more feats doesn't make you much better, it just lets you be better at more stuff. </p><p></p><p>By 10th level or so any non-advanced training character can be deep into any feat tree he really cares about.</p><p></p><p>And skill points don't help enough, and of course with superhuman intelligence, there are ways for powered characters to amass a generous helping of skill points. </p><p></p><p>Basically, in the 1.0 version of the rules, characters with power points slowly pulled away from the Advanced Training character.</p></blockquote><p></p>
[QUOTE="Vigilance, post: 5480333, member: 4275"] Ah, I understand now, for some reason I saw advanced training and my brain locked on my use of that term in Blood and Guts. 1. The bonus feats don't replace your regular feats. So you'd get feats at 3rd, 4th, 6th, 8th, 9th, 2 at 12th, etc. 2. The reason for the change mostly has to do with the evolution of the game, especially once Blood and Circuits was added to the mix, with its far more robust gadget creation rules. Designing a superhero system, as well as full gadget rules, proved too daunting a task to do all at once. So, I ended up designing B&V, then taking several months to work on other projects and recharge, while I tackled the daunting task of adding a robust gadget creation system that would work not only for supers, but also for other modern games. Now, if your character is brilliant and wealthy, you could probably just use the rules in Blood and Circuits and build items from scratch. But what about other types of characters, who have some advanced hardware as an integral part of their character without any super science abilities or high wealth score? Here you can look at characters like Hawkeye? Or Captain America? There was also some inconcistencies in the approach of having powered and non-powered characters interact. For example, swinging was listed a power. Plenty of characters in comics I'd consider advanced training, like Batman, have this power. So either it needed to become a feat, or Batman has powers. And really, if you think about it, *of course* Batman has powers. No legit character would have the scores to be Batman otherwise. He's a peak human in terms of Strength, Dexterity, Intelligence, Con and Charisma. That's not a character starting with normal ability scores and raising them as he rises in level, even with a more generous level bump to ability scores. He's too good. And just deciding that Batman's player cheated, or rolled straight 18's at 1st level, weren't answers to that question I was willing to live with. If your advanced training character can't aspire to be Batman, or Captain America, or Hawkeye, then the game is fundamentally flawed. There were also a lot of balance issues between Advanced Training and other origins. They got feats, ability increases and skills, just like the Advanced Training guy. Sure, they got a little less of those things, but enough to make up for having powers? It turned out, no. We toyed with a lot of different methods, but nothing compared to giving the advanced training character power points over the long haul for maintaining balance. Again, no matter HOW MANY feats and skill points he got, it wasn't enough. At some point, having more feats doesn't make you much better, it just lets you be better at more stuff. By 10th level or so any non-advanced training character can be deep into any feat tree he really cares about. And skill points don't help enough, and of course with superhuman intelligence, there are ways for powered characters to amass a generous helping of skill points. Basically, in the 1.0 version of the rules, characters with power points slowly pulled away from the Advanced Training character. [/QUOTE]
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