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<blockquote data-quote="Neonchameleon" data-source="post: 6006921" data-attributes="member: 87792"><p>And this is a complete apples to chairs comparison. In a class and level based game (or even in one bounded by the laws of physics), you are going to be outclassed by a lot of things - anyone of significantly higher level than you are. If bounded by the laws of physics, I don't care who you are. You aren't going to be able to outrun a train (let alone a bullet) or outpull an ox except under very limited circumstances. Which means you are not going to always win. Not even close. So your entire argument is based on a very large strawman.</p><p> </p><p>On the other hand, if my <em>in character</em> choices aren't optimised to at least a degree then it's because I don't care enough in character to do so. Now there are legitimate reasons to not give a crap about some things in character. But I emphatically reject the idea that it is an actively superior roleplaying choice to play a character who doesn't give a crap. And I don't see any benefit in blaming me for caring almost as much when I create my character as I do in character. (I'll never care <em>as</em> much because it's not my personal life on the line).</p><p> </p><p></p><p> </p><p>As long as you are happy with your decision to play Jimmy Olsen in a PL-15 game, I'm happy with that. Sure we're going to be going into the situation effectively a man down because you've chosen to play someone who barely contributes. But whatever floats your boat. I'm not playing an untransformable Billy Batson in a PL-15 game just because you want to play Jimmy Olsen.</p><p> </p><p>Now if it was pitched as a PL-5 game and I've used an explot to play Superman anyway that's a different story.</p><p> </p><p>Or you can play Jimmy Olsen and have the ability to spend fate points like water. This can work.</p><p> </p><p></p><p> </p><p>And this is why we have things like levels or power levels. To keep that range low. But if you are <em>intentionally </em>behind the expected effectiveness (and it's impossible to create a system with choice where people can't choose intentionally badly) then that's your issue. If you've picked what looks like good choices and are far behind then that's a game design issue.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6006921, member: 87792"] And this is a complete apples to chairs comparison. In a class and level based game (or even in one bounded by the laws of physics), you are going to be outclassed by a lot of things - anyone of significantly higher level than you are. If bounded by the laws of physics, I don't care who you are. You aren't going to be able to outrun a train (let alone a bullet) or outpull an ox except under very limited circumstances. Which means you are not going to always win. Not even close. So your entire argument is based on a very large strawman. On the other hand, if my [I]in character[/I] choices aren't optimised to at least a degree then it's because I don't care enough in character to do so. Now there are legitimate reasons to not give a crap about some things in character. But I emphatically reject the idea that it is an actively superior roleplaying choice to play a character who doesn't give a crap. And I don't see any benefit in blaming me for caring almost as much when I create my character as I do in character. (I'll never care [I]as[/I] much because it's not my personal life on the line). As long as you are happy with your decision to play Jimmy Olsen in a PL-15 game, I'm happy with that. Sure we're going to be going into the situation effectively a man down because you've chosen to play someone who barely contributes. But whatever floats your boat. I'm not playing an untransformable Billy Batson in a PL-15 game just because you want to play Jimmy Olsen. Now if it was pitched as a PL-5 game and I've used an explot to play Superman anyway that's a different story. Or you can play Jimmy Olsen and have the ability to spend fate points like water. This can work. And this is why we have things like levels or power levels. To keep that range low. But if you are [I]intentionally [/I]behind the expected effectiveness (and it's impossible to create a system with choice where people can't choose intentionally badly) then that's your issue. If you've picked what looks like good choices and are far behind then that's a game design issue. [/QUOTE]
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