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General Tabletop Discussion
*Dungeons & Dragons
Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)
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<blockquote data-quote="System Ufera" data-source="post: 6231911" data-attributes="member: 6671268"><p>Well, there has to be a way to mechanically influence accuracy through the design of a character, because it wouldn't make any sense flavor-wise not to.</p><p></p><p></p><p></p><p>Sorry, but I absolutely HATE systems or mechanics that place more importance on the player's ability than the character's. For example, in DnD 4th edition, I've always wanted to play a Tactical Warlord - but I can't, because a Taclord is going to be expected to be good at strategy and tactics. I suck horribly at strategy and tactics (I even tried reading Sun Tzu's Art of War, and all I really got out of it was nonsensical riddles), and my character itself is never going to make up for that sort of thing no matter what his stats are, because there's no way for my character to make decisions on his own, because I control him.</p><p></p><p>Then there's World of Darkness: there's a way for characters to be able to make up for a lack of wisdom and cleverness on the player's part (the Common Sense merit), but it doesn't just require an investment, it requires a HUGE investment, all basically amounting to a ridiculous tax on the character for something intrinsic to the player. No, I'd prefer mechanics that allow a character's stats to influence their course, and have it NOT be a tax. You know, like a check any character can make, but could be made more reliably by investing in a skill (which, granted, could be seen as a tax, but it's not one you wouldn't be paying anyway with certain characters).</p><p></p><p>But that's tangential to this thread.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6231911, member: 6671268"] Well, there has to be a way to mechanically influence accuracy through the design of a character, because it wouldn't make any sense flavor-wise not to. Sorry, but I absolutely HATE systems or mechanics that place more importance on the player's ability than the character's. For example, in DnD 4th edition, I've always wanted to play a Tactical Warlord - but I can't, because a Taclord is going to be expected to be good at strategy and tactics. I suck horribly at strategy and tactics (I even tried reading Sun Tzu's Art of War, and all I really got out of it was nonsensical riddles), and my character itself is never going to make up for that sort of thing no matter what his stats are, because there's no way for my character to make decisions on his own, because I control him. Then there's World of Darkness: there's a way for characters to be able to make up for a lack of wisdom and cleverness on the player's part (the Common Sense merit), but it doesn't just require an investment, it requires a HUGE investment, all basically amounting to a ridiculous tax on the character for something intrinsic to the player. No, I'd prefer mechanics that allow a character's stats to influence their course, and have it NOT be a tax. You know, like a check any character can make, but could be made more reliably by investing in a skill (which, granted, could be seen as a tax, but it's not one you wouldn't be paying anyway with certain characters). But that's tangential to this thread. [/QUOTE]
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