Scurvy_Platypus
Explorer
breschau said:Yes, the ships move at the speed of plot in fiction, but this is an rpg based on that fiction. This rpg will also involve that most dastardly cad, the gamer. Those gamers are a nasty bunch. If you give them something like you described above, they will all be Savage and Shadow. I know you will say that's the point, and I almost agree. You're forgetting the Fabulous Five and Pat. You're forgetting all the Shadow's agents. There has to be some limits otherwise the players can do anything. That's not fun. If they can make any kind of check then why team up? Sure, Savage gets a +2 to invention, and Shadow a +2 to investigation, but that's not fun.
First, I'll note that I have never seen a skill system that everybody has liked in the past 20 years of playing rpgs.
For example, people are apparently arguing over the skill system presented in Pathfinder, with some folks like it, and others wanting to stay with the default 3.5 skill system. I for one happen to strongly disike the default 3.x skill system.
Second, there was this:
Walt C said:Hello,
I just thought I'd add for the benefit of those that find OS's skill system too free-form that there is an optional rule for incorporating skill lists (either ported from another d20 system or one of your own creation).
Walt
So it seems like it's really not going to be a problem either way.
breschau said:My point here is I see no point in taking the system far afield. The OGL comes with feats and skills. You're essentially renaming them Edges and "occupational areas of knowledge" respectively, that seems silly and wasteful to me. Why do that when the function almost identically? It doesn't make sense that you would do this unless you plan on claiming them as Product Identity. This move does make sense from a publisher's stand point, but you've already stated, and we can all see, that they're the same.
I would imagine that part of it is that whole "tone" thing. Renaming something helps to establish the overall tone and feel for what a character is and what the setting is like. It can be a subtle thing at times, but what you call something can really influence people's perceptions of it, even if mechanically it's the exact same thing.
Renaming is also helpful because it means you don't have explanations that go, "Feats in this game aren't actually like Feats in d20. Instead, a Feat in the Odyssey system [blah blah blah]".
GMSkarka said:A long time ago I discovered that if you spent all your time trying to error-trap against powergamers, you'd end up beating the joy out of a game. There's *always* gonna be some twit who doesn't get the point, and you shouldn't worry about trying to force them to be good players. Hence, I design the games I want to play, for the sort of player I prefer to have at my table. It means that I miss out on some of the "common denominator" mass-appeal money, but in the end, I like what I've done.![]()
Thank you dear god. I really do wish that this was more common.

GMSkarka said:This is covered by varying character levels. Main heroes start at a higher level than supporting heroes --which means that their level bonuses are higher, and they have more Edges. We provide ranges, depending on what you're looking for in play style, but for an example, I'd do Doc at, say, 9th level and the rest of the Fabulous Five at 5th, with Pat at 3rd-ish.
Why team up? Differing occupations, differing Edges, differing power levels.
I'm one of those folks that's fine with actually starting a game and not doing the whole zero-to-hero thing that prevades the hobby. So starting charcters at different levels isn't a problem for me.
I do wonder though how it's going to play out in this particular case. d20 seems to be a bit twitchier in terms of having characters of different levels together. A system like Buffy handles the power difference between the Slayer and supporting heroes using Drama Points. For those that aren't familiar with them, Drama Points can be spent in game to help hit things, reduce the amount of damage taken, and other stuff. Kind of like Action Points in d20, but actually useful.
Is Odyssey going to be employing a similar mechanic to handle this sort of thing? Or is it going to be left to the realm of the individual GM to sort it out?