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<blockquote data-quote="[OMENRPG]Ben" data-source="post: 5766457" data-attributes="member: 6677983"><p>Characters can be created in a few different ways in OMEN. The most "true" to the rules, or the way that utilizes all of the rules available will allow for choice of species, attributes, skills, specialties, assets, and powers. </p><p></p><p>If one were to remove assets entirely from play, while the characters would be fundamentally different and weaker than those with assets, it would not irrevocably change the math. If the GM and the players all decided at the beginning of the game to create their characters without the use of assets (which are sort of like feats in D&D) that is one "module."</p><p></p><p>Specialties and powers are other examples of this. </p><p></p><p>There is certainly modularity outside of character creation, but our main concern is with presenting choice overload. The rules are so simple and so intricately tied to the character's abilities that there is not an easy way to separate character creation with in-game capability. </p><p></p><p>What we don't want is to seem like we created an assortment of half-systems or a book full of alternate rules and therefore bloat or blur the focus of the system.</p></blockquote><p></p>
[QUOTE="[OMENRPG]Ben, post: 5766457, member: 6677983"] Characters can be created in a few different ways in OMEN. The most "true" to the rules, or the way that utilizes all of the rules available will allow for choice of species, attributes, skills, specialties, assets, and powers. If one were to remove assets entirely from play, while the characters would be fundamentally different and weaker than those with assets, it would not irrevocably change the math. If the GM and the players all decided at the beginning of the game to create their characters without the use of assets (which are sort of like feats in D&D) that is one "module." Specialties and powers are other examples of this. There is certainly modularity outside of character creation, but our main concern is with presenting choice overload. The rules are so simple and so intricately tied to the character's abilities that there is not an easy way to separate character creation with in-game capability. What we don't want is to seem like we created an assortment of half-systems or a book full of alternate rules and therefore bloat or blur the focus of the system. [/QUOTE]
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