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General Tabletop Discussion
*Dungeons & Dragons
Comedy of Errors and a bit of a rant
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6241959" data-attributes="member: 1165"><p>It sounds like you might want to stop running part of this campaign, start a new one (rotating with the current one), and control power-gaming in your campaign.</p><p></p><p></p><p></p><p>That's why I like goalposts and "silos".</p><p></p><p>If you're familiar with Mutants & Masterminds 2e, there are clear goalposts. (You can break the system, but it's obvious when you're doing it.) For instance, a PL 10 hero should have dodge and protection of about 10, maybe a bit more in one area to compensate for a bit less in the other. The swing was 2 for 2e, and unlimited for 3e but a note about what a DM should be concerned about.</p><p></p><p>By contrast, Strands of Fate's goalpoints aren't at all clear, and it's easy to build either a horribly weak or unkillable character, and have both in the same party. (A few things, like max attack rating, are clear.)</p><p></p><p>Neither use silos, both having you pay points for things like basic skills and being able to kick the stuffing out of things. Both actually have some very weak siloing. (In M&M, you have to pay points for defenses, but everyone just maxes those. In Strands of Fate, you buy powers separately from skills, but need to use the Power Affinity and Fight/Endurance/Dodge/etc skills to fight, leaving few points left for skill not relevant to "not dying". My Strands of Fate PC was a robot. The only thing he needed was a supply of electricity, provided by the headquarters, and could sneak into buildings and steal their power. And being a cloud of alien nanites that noone on earth knew how to fix, he could regenerate!)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6241959, member: 1165"] It sounds like you might want to stop running part of this campaign, start a new one (rotating with the current one), and control power-gaming in your campaign. That's why I like goalposts and "silos". If you're familiar with Mutants & Masterminds 2e, there are clear goalposts. (You can break the system, but it's obvious when you're doing it.) For instance, a PL 10 hero should have dodge and protection of about 10, maybe a bit more in one area to compensate for a bit less in the other. The swing was 2 for 2e, and unlimited for 3e but a note about what a DM should be concerned about. By contrast, Strands of Fate's goalpoints aren't at all clear, and it's easy to build either a horribly weak or unkillable character, and have both in the same party. (A few things, like max attack rating, are clear.) Neither use silos, both having you pay points for things like basic skills and being able to kick the stuffing out of things. Both actually have some very weak siloing. (In M&M, you have to pay points for defenses, but everyone just maxes those. In Strands of Fate, you buy powers separately from skills, but need to use the Power Affinity and Fight/Endurance/Dodge/etc skills to fight, leaving few points left for skill not relevant to "not dying". My Strands of Fate PC was a robot. The only thing he needed was a supply of electricity, provided by the headquarters, and could sneak into buildings and steal their power. And being a cloud of alien nanites that noone on earth knew how to fix, he could regenerate!) [/QUOTE]
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