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Question about Divination School and Old Marvel RPG Karma
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<blockquote data-quote="Umbran" data-source="post: 314646" data-attributes="member: 177"><p>Hmm. I was also a fan of the old Marvel game...</p><p></p><p>Well, on Divinations - I think you're a bit overly scared of them. In practice, while they are useful, they don't bring the game to the point where players must stop thinking and figuring things out withtheir own heads. Divinations may give the players extra data, but they still must interpret that data on their own. </p><p></p><p>Plus, every divination cast is a spell they might need for something else - like protection, or offense. In practice (and IME) they don't get used often enough that such a prohibition is necessary.</p><p></p><p>That being said... I'm not sure how I'd feel about it if I was shoved into that situation. Probably would depend on what class and personality I were playing. If I were a Wizard who'd specialized in the school of Divination, you'd bet I'd be ticked off if you sprang that on me. </p><p></p><p>On Role-playing awards - the DMG has some suggestions on giving XP for role-playing. I, in general, would <em>not</em> give Feats, Hit Points, or skill points for role-playing. While any one or two might not be a big deal, over the course of the campaign they'd build up, and the potential for serious balance issues would crop up. You might also throw off the CR/EL/XP system. This last is something you'd want to avoid if you're not too familiar with runing D&D yet.</p><p></p><p>In Marvel, character advancement was achingly slow. In our games, characters were far more likely to use a given karma point to alter die rolls than advance, because that was more fun to play, and because you'd get more "bang for the buck" out of karma spent that way.</p><p></p><p>I think giving dice mulligans, or one-use die bonuses would be a far better award. They are transient, encourage more heroic style, and don't chew into the balance between PCs nearly as much.</p></blockquote><p></p>
[QUOTE="Umbran, post: 314646, member: 177"] Hmm. I was also a fan of the old Marvel game... Well, on Divinations - I think you're a bit overly scared of them. In practice, while they are useful, they don't bring the game to the point where players must stop thinking and figuring things out withtheir own heads. Divinations may give the players extra data, but they still must interpret that data on their own. Plus, every divination cast is a spell they might need for something else - like protection, or offense. In practice (and IME) they don't get used often enough that such a prohibition is necessary. That being said... I'm not sure how I'd feel about it if I was shoved into that situation. Probably would depend on what class and personality I were playing. If I were a Wizard who'd specialized in the school of Divination, you'd bet I'd be ticked off if you sprang that on me. On Role-playing awards - the DMG has some suggestions on giving XP for role-playing. I, in general, would [i]not[/i] give Feats, Hit Points, or skill points for role-playing. While any one or two might not be a big deal, over the course of the campaign they'd build up, and the potential for serious balance issues would crop up. You might also throw off the CR/EL/XP system. This last is something you'd want to avoid if you're not too familiar with runing D&D yet. In Marvel, character advancement was achingly slow. In our games, characters were far more likely to use a given karma point to alter die rolls than advance, because that was more fun to play, and because you'd get more "bang for the buck" out of karma spent that way. I think giving dice mulligans, or one-use die bonuses would be a far better award. They are transient, encourage more heroic style, and don't chew into the balance between PCs nearly as much. [/QUOTE]
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