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M&M: Bad First Session/All Or None
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1757203" data-attributes="member: 12332"><p>Well, this time, seeing as I'm building all of the PCs myself, I know I won't have a problem with that. I've instituted, for myself, a system of Minimum Skills PP Distribution ... I.E., just making sure I've spent about 2/3 PL in PP on skills as 2:1. So, for instance, the PL 7 characters I'm making will have 4-5pp spent on skills, giving them 8-10 skill ranks divided around in things they may already be insanely good at (owing to Super Abilities) or in "flavor" things that nobody would "waste their points on" that might come in handy later.</p><p></p><p>This is in response to one of my players reworking Cyclone and getting rid of "all these useless skills" by looking at the game one-sided ... what if I don't bring in some needed skills for 2-3 adventures and everybody decided they were a waste beforehand? Should I contrive for skill checks only IN RESPONSE to a PC having taken ranks, because to do otherwise would be to inject impossible situations into my game to brow-beat the players into taking ranks NEXT TIME, when they're building characters to replace the ones that couldn't get out of Major Domo Origato's Death Chamber for want of ranks in Computer Use?</p><p></p><p>As I said, the problem is mitigated this time by me being in charge of creation for this batch of PCs. Just trying to think long term. I COULD just say: "Be warned, skills will come in handy!" and laugh ominously, but then you still get one guy figuring "everybody else will have skills" and building a 20 Con/20 Str Powerhouse with max ranks in Super Strength and Super Con, with Super Wisdom thrown in FTHOI to twink out the combat portions of the game.</p><p></p><p></p><p>I like finding ways where ALL the PCs can be useful as much of the time as possible, instead of 2 PCs dominating one scene while 3 sit around twiddling their thumbs, and then trading off.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1757203, member: 12332"] Well, this time, seeing as I'm building all of the PCs myself, I know I won't have a problem with that. I've instituted, for myself, a system of Minimum Skills PP Distribution ... I.E., just making sure I've spent about 2/3 PL in PP on skills as 2:1. So, for instance, the PL 7 characters I'm making will have 4-5pp spent on skills, giving them 8-10 skill ranks divided around in things they may already be insanely good at (owing to Super Abilities) or in "flavor" things that nobody would "waste their points on" that might come in handy later. This is in response to one of my players reworking Cyclone and getting rid of "all these useless skills" by looking at the game one-sided ... what if I don't bring in some needed skills for 2-3 adventures and everybody decided they were a waste beforehand? Should I contrive for skill checks only IN RESPONSE to a PC having taken ranks, because to do otherwise would be to inject impossible situations into my game to brow-beat the players into taking ranks NEXT TIME, when they're building characters to replace the ones that couldn't get out of Major Domo Origato's Death Chamber for want of ranks in Computer Use? As I said, the problem is mitigated this time by me being in charge of creation for this batch of PCs. Just trying to think long term. I COULD just say: "Be warned, skills will come in handy!" and laugh ominously, but then you still get one guy figuring "everybody else will have skills" and building a 20 Con/20 Str Powerhouse with max ranks in Super Strength and Super Con, with Super Wisdom thrown in FTHOI to twink out the combat portions of the game. I like finding ways where ALL the PCs can be useful as much of the time as possible, instead of 2 PCs dominating one scene while 3 sit around twiddling their thumbs, and then trading off. --fje [/QUOTE]
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