Psion
Adventurer
Wild Karrde said:This is true of any game.
To some degree, yes. But I do not agree, as some hype, that system doesn't matter. Different games have different degrees of "maintenance."
I don't know how you can relate this to Champions only.
Actually, in the statement I referred to, I wasn't referring to Champions so much as GURPS. Champions/HERO has some of these problems as does any freeform point design system. But at least in HERO, I can wave packages in front of their face. GURPS has no such mechanism; all GURPS has is pre-generated characters called "templates" that players typically ignore. Further, GURPS point cost structure seems to push characters towards generalists.
A munch is a munch is a munch.
There's that word again. A wide variety of players can make the types of bad calls I refer to. I vehemently disagree that you should be blaming faults of games on people and calling them names for it. That is thoroughly juvenile and judgemental.
IME, you can set the same group of players down and get different quality of results.
In GURPS, I find the munchkin factor to be about 60%. Many players come up with "1/2 point wonders" and or characters that eke every possible point they can out of disads regardless of whether it makes sense. Since the system charges more for each point, even a fairly level headed player can fall victim to grabbing the cheap skill with flimsy justification instead of adhering to the character concept and doing the non-cost effective thing and buying a singular expensive skill instead of a flurry of cheap ones.
In HERO or 2e/S&P, I found the munchkin factor to be about 40%. S&P compartmentalizes the points and doesn't give you nearly as much comparative power for disads, but some people still fall for that "eke every point" mentality. In HERO the disads are there, but usually the allowed disads seem to fit the characters of the genre, and packages are a mechanism for the GM to introduce some structure.
In 3e, I find the munchkin factor to be about 20%. There are no disads to farm out; you have to earn your keep. And the character classes help keep character ability sets logical.
So no game is immune. Some games are better.
If something doesn't work for your game you don't allow it.
I am repeating myself but: Sure. Absolutely. But why not use a system that has those sorts of judgements built into the rules instead of wasting time on ad hoc judgements?