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<blockquote data-quote="Evil_DM" data-source="post: 8522203" data-attributes="member: 86136"><p>As an addendum, after playing to what I would call a fairly high level party (grade 14), we've found that Exceptional Quality Gear is not necessarily rewarding for those players who have invested in their skill.</p><p></p><p>Example in part, a good rogue'ish character with a <em>stealth</em> maxed (as befitting a rogue) would already roll her stealth at MDP (8D6). Once a perfectly fitting item for a rogue is found (for example, giving +2D6 bonus to <em>stealth</em>) we see in practice that this item goes to the none-rogue, since they benefit from it more, even though they have less affinity or investment in <em>stealth</em>. From a min-max perspective it is way more rewarding to create a sub-optimal character and max out by going for gear then it is to level your character fully according to your role (max ranks in attributes and relevant skill).</p><p></p><p>Other examples in the same party go for a social-skill based character (CHA 15 and all relevant skills at 6 ranks), a gunslinger (max AGI, <em>pistols</em> at 10 ranks), and so forth. So, any relevant treasure, instead of going to the character <em>it fits</em>, such as HQ clothing going to the socialite or a HQ pistol going to the gunslinger, now work as power-ups for the characters who have not maxed these skills.</p><p></p><p>With weapons you can mitigate this a bit by giving HQ+ items other bonuses, such as to damage, but basic skill increase bonuses are usually wasted on the characters they should fit best with, from a narrative point of view.</p><p></p><p>Edit: we solved this, by the way, by making a lot of weapons that are higher in damage, already the equivalent of HQ or higher and thus requiring ranks in the relevant skills. This also limits further upgrades, thereby making super-weapons fairly impossible to obtain. For example, the portable mini-gun is considered an Artisanal Quality weapon since it is hard to wield even for experienced soldiers.</p></blockquote><p></p>
[QUOTE="Evil_DM, post: 8522203, member: 86136"] As an addendum, after playing to what I would call a fairly high level party (grade 14), we've found that Exceptional Quality Gear is not necessarily rewarding for those players who have invested in their skill. Example in part, a good rogue'ish character with a [I]stealth[/I] maxed (as befitting a rogue) would already roll her stealth at MDP (8D6). Once a perfectly fitting item for a rogue is found (for example, giving +2D6 bonus to [I]stealth[/I]) we see in practice that this item goes to the none-rogue, since they benefit from it more, even though they have less affinity or investment in [I]stealth[/I]. From a min-max perspective it is way more rewarding to create a sub-optimal character and max out by going for gear then it is to level your character fully according to your role (max ranks in attributes and relevant skill). Other examples in the same party go for a social-skill based character (CHA 15 and all relevant skills at 6 ranks), a gunslinger (max AGI, [I]pistols[/I] at 10 ranks), and so forth. So, any relevant treasure, instead of going to the character [I]it fits[/I], such as HQ clothing going to the socialite or a HQ pistol going to the gunslinger, now work as power-ups for the characters who have not maxed these skills. With weapons you can mitigate this a bit by giving HQ+ items other bonuses, such as to damage, but basic skill increase bonuses are usually wasted on the characters they should fit best with, from a narrative point of view. Edit: we solved this, by the way, by making a lot of weapons that are higher in damage, already the equivalent of HQ or higher and thus requiring ranks in the relevant skills. This also limits further upgrades, thereby making super-weapons fairly impossible to obtain. For example, the portable mini-gun is considered an Artisanal Quality weapon since it is hard to wield even for experienced soldiers. [/QUOTE]
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