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Ensemble Point Buy: Insane or Viable idea?
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<blockquote data-quote="Kichwas" data-source="post: 167814" data-attributes="member: 891"><p>Two ideas I'm floating around and I want to see what people think of them. Are they viable or absurd or somewhere in between?</p><p></p><p><strong>Ensemble-Style Stat generation:</strong></p><p></p><p>Here's an idea from the 7th Sea RPG's GM Guide:</p><p></p><p>The point buy chart seen in Core Rulesbook II, pages 19-20 is used to purchase stats. However the players are in control of how many points they get.</p><p>The initial characters use the chart below:</p><p>[code][color=white]</p><p> # of --- Points --- Points per</p><p> Players Given --- Player</p><p> 2 57 28 1/2</p><p> 3 85 28 1/3</p><p> 4 111 27 3/4</p><p> 5 138 27 6/10</p><p> 6 165 27 1/2</p><p> 7 192 27 3/7</p><p> 8 219 27 3/8</p><p>[/color][/code]</p><p></p><p>No player can take less than 25 points and no player can take more than 30.</p><p>The idea behind these guidelines is to get all the PCs to be close but not identical in stat points.</p><p>This system forces the players to get together and discuss character creation; hopefully working up a little teamwork in the process.</p><p></p><p></p><p></p><p><strong>Idea 2</strong></p><p>Here's a totally different Idea I've been floating around:</p><p></p><p><strong>Replacement characters</strong> use a system designed to discourage casual switchouts:</p><p>Calculate the average point value of the party's PCs then add 1 to find out your base points. Each new PC made has one less point than the last one. Even if from a PC death (the very first replacement PC has the same points as the initial PCs). HOWEVER in finding this average point value don't take stat gains from leveling out of the cost.</p><p>As they go up in levels there are more points for that next PC, but as PCs come in to replace those points go down.</p><p>In order to keep the number 'in check' players should avoid replacing PCs more often than about once every 4 levels (plus or minus a bit due to stats above 14 being worth more than 1 point).</p><p></p><p>Example: at level 1 the average member of the party was built on 27 points. By level 4 2 players have a 19 stat and two now have 17's. We'll assume for this system that anything over an 18 is still worth 3 points per stat point (to keep things from getting out of hand).</p><p>They now have added 12/4 or 3 points to the average. Any new PC gets (30 1) - 1 or 30 points. The PC after that gets 29, the next gets 28, then 27, and so on. If the new PC starts at level 4 they should still get their level 4 stat point.</p><p>It will go down fast. But not too fast if PCs are only replaced from character death and logical party splits in a normal game.</p><p>Chances are that by the time the PCs hit level 4 one or two PCs will have died or left anyway. Chances are also that they won't all raise their prime stat at level 4 enough to shoot the average up by 3.</p><p>This system strongly discourages players from switching out PCs casually as each switch out hurts all of the players' future characters.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 167814, member: 891"] Two ideas I'm floating around and I want to see what people think of them. Are they viable or absurd or somewhere in between? [b]Ensemble-Style Stat generation:[/b] Here's an idea from the 7th Sea RPG's GM Guide: The point buy chart seen in Core Rulesbook II, pages 19-20 is used to purchase stats. However the players are in control of how many points they get. The initial characters use the chart below: [code][color=white] # of --- Points --- Points per Players Given --- Player 2 57 28 1/2 3 85 28 1/3 4 111 27 3/4 5 138 27 6/10 6 165 27 1/2 7 192 27 3/7 8 219 27 3/8 [/color][/code] No player can take less than 25 points and no player can take more than 30. The idea behind these guidelines is to get all the PCs to be close but not identical in stat points. This system forces the players to get together and discuss character creation; hopefully working up a little teamwork in the process. [b]Idea 2[/b] Here's a totally different Idea I've been floating around: [b]Replacement characters[/b] use a system designed to discourage casual switchouts: Calculate the average point value of the party's PCs then add 1 to find out your base points. Each new PC made has one less point than the last one. Even if from a PC death (the very first replacement PC has the same points as the initial PCs). HOWEVER in finding this average point value don't take stat gains from leveling out of the cost. As they go up in levels there are more points for that next PC, but as PCs come in to replace those points go down. In order to keep the number 'in check' players should avoid replacing PCs more often than about once every 4 levels (plus or minus a bit due to stats above 14 being worth more than 1 point). Example: at level 1 the average member of the party was built on 27 points. By level 4 2 players have a 19 stat and two now have 17's. We'll assume for this system that anything over an 18 is still worth 3 points per stat point (to keep things from getting out of hand). They now have added 12/4 or 3 points to the average. Any new PC gets (30 1) - 1 or 30 points. The PC after that gets 29, the next gets 28, then 27, and so on. If the new PC starts at level 4 they should still get their level 4 stat point. It will go down fast. But not too fast if PCs are only replaced from character death and logical party splits in a normal game. Chances are that by the time the PCs hit level 4 one or two PCs will have died or left anyway. Chances are also that they won't all raise their prime stat at level 4 enough to shoot the average up by 3. This system strongly discourages players from switching out PCs casually as each switch out hurts all of the players' future characters. [/QUOTE]
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