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<blockquote data-quote="Doghead Thirteen" data-source="post: 3388088" data-attributes="member: 49966"><p>I was the guy who made the 'isn't much I wouldn't do to avoid a pointless PC death' remark. I'm sorry to say I didn't explain it in the 'how much do you cheat' thread, and it's being brought up as an extreme view, so let me provide a little background.</p><p></p><p>Myself and my brother have been writing a rule system for some time, and it's still got it's imperfections. We like the way it's shaping up (and I am unnecessarily proud of it) but it does have one definite key weakness;</p><p></p><p>The combat is <em>lethal</em>.</p><p></p><p>It's built around a sort of 'cyberpunk World of Darkness on acid' setting, and the rules are written with the assumption that the characters are heavily cyborged supernatural creatures.</p><p></p><p>Many players seem to take great delight in playing unaugmented humans. Most of the weapons in the game will, on scoring a single hit on an unaugmented human, instantly and automatically kill him.</p><p></p><p>And the character generation system is extremely complex and in fact takes about two hours, mainly because it's currently spread across a bunch of not-self-explanatory files on my computer, making it require undivided GM attention. It's great because it lets you play the exact character you want (and you can min/max to your optimising heart's content, we don't mind as long as you're not being antisocial and wrecking the game for us. Heck, if done in fun and not taken too far, we encourage it) but it does mean that killing a character almost certainly puts a player out of that session.</p><p></p><p>We've included a Luck Point system; each PC starts with one luck point that can save their bacon once per session. We're building armour systems and making it more difficult for a character to land a shot.</p><p>But we're keeping the lethality of getting hit; a .44 Magnum hollowpoint in the face is going to seriously disrupt the structural integrity of a human being, and if it's any other way it starts feeling silly. For reasons of suspension of disbelief, we're producing a system where getting hit by a bullet (or a sword for that matter) is NASTY.</p><p></p><p>However, this results in a <strong>shedload</strong> of fudging early on in any campaign. Avoid the early-game fudging and you're dealing with TPK every two sessions, and a TPK results in the next session being entirely consumed by character generation.</p><p></p><p>So yeah. For now, there isn't much I won't do to avoid a pointless character death.</p></blockquote><p></p>
[QUOTE="Doghead Thirteen, post: 3388088, member: 49966"] I was the guy who made the 'isn't much I wouldn't do to avoid a pointless PC death' remark. I'm sorry to say I didn't explain it in the 'how much do you cheat' thread, and it's being brought up as an extreme view, so let me provide a little background. Myself and my brother have been writing a rule system for some time, and it's still got it's imperfections. We like the way it's shaping up (and I am unnecessarily proud of it) but it does have one definite key weakness; The combat is [I]lethal[/I]. It's built around a sort of 'cyberpunk World of Darkness on acid' setting, and the rules are written with the assumption that the characters are heavily cyborged supernatural creatures. Many players seem to take great delight in playing unaugmented humans. Most of the weapons in the game will, on scoring a single hit on an unaugmented human, instantly and automatically kill him. And the character generation system is extremely complex and in fact takes about two hours, mainly because it's currently spread across a bunch of not-self-explanatory files on my computer, making it require undivided GM attention. It's great because it lets you play the exact character you want (and you can min/max to your optimising heart's content, we don't mind as long as you're not being antisocial and wrecking the game for us. Heck, if done in fun and not taken too far, we encourage it) but it does mean that killing a character almost certainly puts a player out of that session. We've included a Luck Point system; each PC starts with one luck point that can save their bacon once per session. We're building armour systems and making it more difficult for a character to land a shot. But we're keeping the lethality of getting hit; a .44 Magnum hollowpoint in the face is going to seriously disrupt the structural integrity of a human being, and if it's any other way it starts feeling silly. For reasons of suspension of disbelief, we're producing a system where getting hit by a bullet (or a sword for that matter) is NASTY. However, this results in a [B]shedload[/B] of fudging early on in any campaign. Avoid the early-game fudging and you're dealing with TPK every two sessions, and a TPK results in the next session being entirely consumed by character generation. So yeah. For now, there isn't much I won't do to avoid a pointless character death. [/QUOTE]
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