HeapThaumaturgist
First Post
My complaint is that, even when finished, on a good day, with a tail wind, something like that is going to be twice to three times more confusing and time consuming than the base classes as they are now to stat up AND will invariably lead to "perfect tweaks" and munchkin/roleplayer GURPSism dichotomy again.
For what I see, at least, to be pretty minor gain. I, for one, haven't come up against anything I couldn't satisfactorily stat up, but I walk in with the expectation that working within the rules I might not have all of the cake and be able to eat it too.
I want lots of skill points, but I don't want any of the Smart talent trees. Then I guess I have to put more points in Int and take a different class. It's a hard choice, but that's pretty essential.
I want to fight really well in ranged combat, but there's not alot to offer me in Strong that will enhance my ranged combat. Which might be a hard choice, but I see as a good thing. A better thing, at least, than letting people buy 1/1 BAB and 1/1.5 defense and gun feats every time we run a modern game and having to tweak the expenses of those things up through the roof on rewrites again and again to account for it until nobody can have 1/1, 1/1.5, and gun feats at the same time without losing out on anything else and have it STILL worth it 9 times out of 10.
With a point buy system like that, there will always always be no-duh "eat my cake and have it too" purchase choices. Which I don't like apparently just as much as you don't like the Base Class concepts.
Now I think there should be more Talent Trees. Especially for Smart, which gets bootstrapped into the Science Geek a little too readily. But I think that can be fixed with adding some more trees from various sources instead of tossing the baby out with the bathwater. Same with adding some switch-o-change-o feats for making Cross-Class Skills into Class Skills or taking a feat for More Skill Points. Things that add OPTIONS but keep within the outlines.
It's easier to balance a feat across the known possibilities than it is to account for point-buy and its effects on one style of PC from another.
--fje
For what I see, at least, to be pretty minor gain. I, for one, haven't come up against anything I couldn't satisfactorily stat up, but I walk in with the expectation that working within the rules I might not have all of the cake and be able to eat it too.
I want lots of skill points, but I don't want any of the Smart talent trees. Then I guess I have to put more points in Int and take a different class. It's a hard choice, but that's pretty essential.
I want to fight really well in ranged combat, but there's not alot to offer me in Strong that will enhance my ranged combat. Which might be a hard choice, but I see as a good thing. A better thing, at least, than letting people buy 1/1 BAB and 1/1.5 defense and gun feats every time we run a modern game and having to tweak the expenses of those things up through the roof on rewrites again and again to account for it until nobody can have 1/1, 1/1.5, and gun feats at the same time without losing out on anything else and have it STILL worth it 9 times out of 10.
With a point buy system like that, there will always always be no-duh "eat my cake and have it too" purchase choices. Which I don't like apparently just as much as you don't like the Base Class concepts.
Now I think there should be more Talent Trees. Especially for Smart, which gets bootstrapped into the Science Geek a little too readily. But I think that can be fixed with adding some more trees from various sources instead of tossing the baby out with the bathwater. Same with adding some switch-o-change-o feats for making Cross-Class Skills into Class Skills or taking a feat for More Skill Points. Things that add OPTIONS but keep within the outlines.
It's easier to balance a feat across the known possibilities than it is to account for point-buy and its effects on one style of PC from another.
--fje