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What would you want in a sourcebook?
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<blockquote data-quote="FungiMuncher" data-source="post: 72446" data-attributes="member: 1094"><p>Regarding Skills:</p><p></p><p>The way I see it, the number of skills available, and the number of skill points given to a character, really need to be considered and balanced with respect to each other. Doing this well is really an art in game design. I've played in a some games (I particulary remember a sci-fi Hero game) where the GM added more skills, but didn't allow more skill points. While it certainly added detail to the game, it was also really frustrating creating a character. I never felt a character was competent or moderately well rounded like a real person would be. </p><p></p><p>The skill points in D&D3e are rather stingy. As a player, I've never created a character that was well rounded, but at least I felt they were competent. The FUDGE system handles this well. If there are a lot of detailed skills, there are a lot of skill points for the players. If the skills are general, then there are fewer points given out. In D&D, the skills are fairly general, and they seem to work well; I'd be reluctant to add too much more.</p><p></p><p>Talaysen, if you add more skills to a new magic system, be sure to add new resources for the characters to take advantage of them. Just be careful on how you build the system, if it can be abused, it will be abused.</p><p></p><p>James, some of the things mentioned, I'd like to see. I especially like the plug and play locations and encounters. Also, if done well, I'd also like to see variations on the wizard/sorcerer classes. The generic take on the wizard never thrilled me, and the specialists aren't really that special. Something like the proposed witch in the DMG sounds neat, but more examples.</p><p></p><p>FM</p></blockquote><p></p>
[QUOTE="FungiMuncher, post: 72446, member: 1094"] Regarding Skills: The way I see it, the number of skills available, and the number of skill points given to a character, really need to be considered and balanced with respect to each other. Doing this well is really an art in game design. I've played in a some games (I particulary remember a sci-fi Hero game) where the GM added more skills, but didn't allow more skill points. While it certainly added detail to the game, it was also really frustrating creating a character. I never felt a character was competent or moderately well rounded like a real person would be. The skill points in D&D3e are rather stingy. As a player, I've never created a character that was well rounded, but at least I felt they were competent. The FUDGE system handles this well. If there are a lot of detailed skills, there are a lot of skill points for the players. If the skills are general, then there are fewer points given out. In D&D, the skills are fairly general, and they seem to work well; I'd be reluctant to add too much more. Talaysen, if you add more skills to a new magic system, be sure to add new resources for the characters to take advantage of them. Just be careful on how you build the system, if it can be abused, it will be abused. James, some of the things mentioned, I'd like to see. I especially like the plug and play locations and encounters. Also, if done well, I'd also like to see variations on the wizard/sorcerer classes. The generic take on the wizard never thrilled me, and the specialists aren't really that special. Something like the proposed witch in the DMG sounds neat, but more examples. FM [/QUOTE]
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