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General Tabletop Discussion
*TTRPGs General
Do you have a "litmus test" setting for generic rule sets?
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<blockquote data-quote="Thomas Shey" data-source="post: 9888622" data-attributes="member: 7026617"><p>There can be matters of degree here.</p><p></p><p>Hero has had a power system set up to be modified internally with Advantages and Limitations for a very long time that makes it a more useful tool than what exists in a lot of avowedly universal/generic systems (which have a tendency, though not, ah, "universal" to just use a fairly generalized, somewhat bland system for paranormal abilities and figure that it'll do duty in enough settings to get by; some of them add in more optional systems over time to cover more ground (this is the tact GURPS took)). But it still had some baked in assumptions that it did not have built-in tools to address for a long time. That made it <em>more</em> flexible than a lot of paranormal systems, but still not entirely covering all ground you might.</p><p></p><p>Late in the day (I don't remember if it was 5e or 6e) Steve Long inserted some discussion of, essentially metasystemic, modifications to the structure when just working within the extent structure wasn't going to quite get the job done. This included such things as methods of buying spells where the construction of the spell itself (while still used to supply the mechanical framework of application in play) wasn't at least the primary thing of telling you how accessible it was going to be to the character (i.e. what it would cost them to acquire that spell/power).</p><p></p><p>The earlier approach alone helped considerably over simply pre-canned powers/spells, but I don't think it entirely came into its own until the discussion of systemized ways to reframe that system; people could do it without Steve Long's permission of course, but they might feel hesitant to get into the weeds there, and might not be sure of a good way to go about it.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9888622, member: 7026617"] There can be matters of degree here. Hero has had a power system set up to be modified internally with Advantages and Limitations for a very long time that makes it a more useful tool than what exists in a lot of avowedly universal/generic systems (which have a tendency, though not, ah, "universal" to just use a fairly generalized, somewhat bland system for paranormal abilities and figure that it'll do duty in enough settings to get by; some of them add in more optional systems over time to cover more ground (this is the tact GURPS took)). But it still had some baked in assumptions that it did not have built-in tools to address for a long time. That made it [I]more[/I] flexible than a lot of paranormal systems, but still not entirely covering all ground you might. Late in the day (I don't remember if it was 5e or 6e) Steve Long inserted some discussion of, essentially metasystemic, modifications to the structure when just working within the extent structure wasn't going to quite get the job done. This included such things as methods of buying spells where the construction of the spell itself (while still used to supply the mechanical framework of application in play) wasn't at least the primary thing of telling you how accessible it was going to be to the character (i.e. what it would cost them to acquire that spell/power). The earlier approach alone helped considerably over simply pre-canned powers/spells, but I don't think it entirely came into its own until the discussion of systemized ways to reframe that system; people could do it without Steve Long's permission of course, but they might feel hesitant to get into the weeds there, and might not be sure of a good way to go about it. [/QUOTE]
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Do you have a "litmus test" setting for generic rule sets?
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