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Game design trap - Starting too close to zero.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5845769" data-attributes="member: 54877"><p>The most stark example of this effect that I know of is in Fantasy Hero. I've had numerous Champions players deny it left and right while admitting that they never play in the lower power ranges common to FH.</p><p> </p><p>Basically, in Hero, every character has a Speed (SPD) score that determine how many times they get to act in a 12 second turn. This works great for typical starting super heroes, where your SPD will usually range between 5 and 7, with an occasional oddball dropping to 4 or jumping higher than 7. "Normals" are usually in the 2-3 range, which is appropriate for them verus super heroes. A slow "brick" at 5 is noticably slower than a fast martial artist type at 7, but not totally messed up in the action economy.</p><p> </p><p>In Fantasy Hero, to keep the rest of the system math balanced, the typical starting FH character has SPD 2 to 4. But this means that your typical "slow" character" act <strong>half</strong> the amount of a typical "fast" character. What works for mundane bank robber versus a batman type does not work for an older spell caster versus a rogue. There are additional bad effects for the way the Hero SPD chart divides up the actions, too. It's not impossible to deal with, and some people may like the flavor of it, but the practical effects in most games is that you end up with most people at SPD 3 and one or two at 4. </p><p> </p><p>I got around all of these negative effects by the simple house rule of adding +1 SPD for free, to every character. Suddenly, the action economy was again mostly working as intended. A slow 3 is viable versus a fast 5.</p><p> </p><p>Short of "double damage on crits" and a few goofy miss chances in some versions, the negative effects in D&D are usually much more subtle. My contention in this topic is that while subtle and relatively minor, they are still there.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5845769, member: 54877"] The most stark example of this effect that I know of is in Fantasy Hero. I've had numerous Champions players deny it left and right while admitting that they never play in the lower power ranges common to FH. Basically, in Hero, every character has a Speed (SPD) score that determine how many times they get to act in a 12 second turn. This works great for typical starting super heroes, where your SPD will usually range between 5 and 7, with an occasional oddball dropping to 4 or jumping higher than 7. "Normals" are usually in the 2-3 range, which is appropriate for them verus super heroes. A slow "brick" at 5 is noticably slower than a fast martial artist type at 7, but not totally messed up in the action economy. In Fantasy Hero, to keep the rest of the system math balanced, the typical starting FH character has SPD 2 to 4. But this means that your typical "slow" character" act [B]half[/B] the amount of a typical "fast" character. What works for mundane bank robber versus a batman type does not work for an older spell caster versus a rogue. There are additional bad effects for the way the Hero SPD chart divides up the actions, too. It's not impossible to deal with, and some people may like the flavor of it, but the practical effects in most games is that you end up with most people at SPD 3 and one or two at 4. I got around all of these negative effects by the simple house rule of adding +1 SPD for free, to every character. Suddenly, the action economy was again mostly working as intended. A slow 3 is viable versus a fast 5. Short of "double damage on crits" and a few goofy miss chances in some versions, the negative effects in D&D are usually much more subtle. My contention in this topic is that while subtle and relatively minor, they are still there. [/QUOTE]
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