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General Tabletop Discussion
*Pathfinder & Starfinder
I hope stat generation is addressed
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<blockquote data-quote="Celebrim" data-source="post: 3775010" data-attributes="member: 4937"><p>I've played RIFTS. I don't think I've ever encountered a system which is so unfavorable to player control while still having the fluff of being super powered. I remember joking that we could (literally) jump from outer space and survive reentry without a scratch, (literally) turn people into jelly by thumping them with one finger or giving them wedgies, and yet the only thing that kept any of us alive at any point in the game session was pure DM fiat. I've never been more bored as player in an RPG. When it came down to it, it was a tragicly comic game system and I felt more heroic and superpowered playing 1st edition AD&D characters with 3d6 stat generation.</p><p></p><p>It is all just a matter of scaling. That's exactly one of the problems here. I'm not going to deal with great big huge numbers just because, I've got some player of Yugi-Oh-E-Oh who thinks big numbers are sweet. STR 18,000,000? Why? Why should I bother going to the work? Besides which, numbers don't scale equally. You scale things up, and wierd things will happen to your system's balance. Take a game like MtG (for an example of known balance issues). If I scale the starting life (or starting cards) or anything else down or up, strategies change accordingly. If you have a starting life of 40 and just 7 starting cards, forget playing aggro. Your opponent will always stablize before you get there. If I put it down to 5, whole strategies disappear and lucky wins are more common. Numbers hang in a delicate balance. I'm not going to screw with the game just because.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3775010, member: 4937"] I've played RIFTS. I don't think I've ever encountered a system which is so unfavorable to player control while still having the fluff of being super powered. I remember joking that we could (literally) jump from outer space and survive reentry without a scratch, (literally) turn people into jelly by thumping them with one finger or giving them wedgies, and yet the only thing that kept any of us alive at any point in the game session was pure DM fiat. I've never been more bored as player in an RPG. When it came down to it, it was a tragicly comic game system and I felt more heroic and superpowered playing 1st edition AD&D characters with 3d6 stat generation. It is all just a matter of scaling. That's exactly one of the problems here. I'm not going to deal with great big huge numbers just because, I've got some player of Yugi-Oh-E-Oh who thinks big numbers are sweet. STR 18,000,000? Why? Why should I bother going to the work? Besides which, numbers don't scale equally. You scale things up, and wierd things will happen to your system's balance. Take a game like MtG (for an example of known balance issues). If I scale the starting life (or starting cards) or anything else down or up, strategies change accordingly. If you have a starting life of 40 and just 7 starting cards, forget playing aggro. Your opponent will always stablize before you get there. If I put it down to 5, whole strategies disappear and lucky wins are more common. Numbers hang in a delicate balance. I'm not going to screw with the game just because. [/QUOTE]
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I hope stat generation is addressed
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