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Why does Grim Tales have the most customized CharGen?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2505235" data-attributes="member: 12332"><p>I'll go out on a limb here and say: You want Mutants and Masterminds.</p><p></p><p>>.></p><p></p><p><.<</p><p></p><p>Oh, it takes some time to gen characters, it takes some hand-balancing by the GM, and you damn well better know what you're doing when you start playing or it'll blow up in your face ...</p><p></p><p>But it's the only thing I can think of where you can just decide that you want to have 10s in all your attributes and 57 different feats all at the first session of the game.</p><p></p><p>But the thing is it'll take hand-balancing. What you seem to want is a point-buy character creation system. And with a pure point-buy you're going to have to hand-balance all of the PCs because every single point buy system has glaringly obvious combat holes where one guy can specialize in butt-kicking to such a degree that everybody else might as well take a smoke break. </p><p></p><p>GT moves quite a bit of the gun combat into the realm of "stuff you can just do". Autofire, area fire, cover fire, etc. They don't require feats. The skill selection involves a few groupings, all of which have player input (one being "player picks any") but it still tries to balance skill selection. (I find it better to add 2 more skills in the Pick Any section, myself).</p><p></p><p>GT is very open on BOTH ends. All through the book, the GM is offered choices in what rules to use and how to implement them in the game ... and the players get alot more in the way of options, and you feel very much open to add as many more as you want. Because some of the stuff (IMHO) still reflects a little too much in the way of Ben's personal prejudices ... (Like the Wild Empathy talent being a convoluted beast to get to ... which he's admitted was mostly because he didn't like it. For one of my games I moved it to an Advanced Talent. Likewise with Sneak Attack for a fantasy game.).</p><p></p><p>GT is pretty transparent about giving things the hairy eye and saying: "Eeeehhhh.": Most classes get like a single martial weapon talent. Ben likes it that way, after all, how many weapon types do most people use? You can swap it out with Firearms. But it's not much of a big deal to change it to a "Group Proficiency" and let people choose regional weapon groups. Non-proficiency is actually pretty fun ... in one game a character carried around a masterwork longsword he recieved as a wedding present from one of the other characters. Was non-proficient ... but he still whipped it out when the situation warranted it and went to town. He beat somebody down once with it.</p><p></p><p>But if that feat is going to get in the way of a character concept ... CHANGE IT. Not going to ruin anything. You want a Smart hero who is a ninja? Give them "Ninja Weapon Proficiency" for free, the non-prof penalty is there to give definition, so when the ninja picks up a 12 guage we know he's never used one before, and he's only doing so because he NEEDS the shotgun right now.</p><p></p><p>I think it's a really simple change to say: "Bugger the stat requirements, we don't like them!" The game gestapo will not break down the door. I do that kind of thing all the time ... I add more bonus feats, I remove requirements, whatever. </p><p></p><p>The key is not throwing the baby out with the bathwater. If the stat req on feats is annoying you, but otherwise things are fine, why the heck go to another system entirely when you can just remove the reqs and run with it. I do all kinds of fun and funky stuff like that and I don't have to buy a dozen game books.</p><p></p><p>The key is to just lay it out at the begining. You don't like that there aren't enough feats and skills? Say: "Okay, for character creation, everybody will get +1 Skill Point per level and bonus feats at 1st, 4th, 8th, etc." It's a relatively minor change, you might find you need to beef an encounter slightly, but if it's a Modern game they're usually fighting NPCs so just make the NPCs to match.</p><p></p><p>Another wonderful thing about GT is Wulf included Upper_Krust's detailed CR system. You can then know that +1 Skill Point per level equals +0.1CR and that each feat is +0.2 CR ... when you go to make an encounter for, say, 8th level PCs using my rules above you'll know that each character is: +1SP (+0.1cr), 1st Feat, 4th feat, 8th feat (+0.6) or +0.7 CR each above where a normal character would be. That rounds out to about +1 CR, so make the encounter for 9th level PCs. </p><p></p><p>Done. No balance issues. No new system to learn, no new book to buy, and you can do that as many times as you need.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2505235, member: 12332"] I'll go out on a limb here and say: You want Mutants and Masterminds. >.> <.< Oh, it takes some time to gen characters, it takes some hand-balancing by the GM, and you damn well better know what you're doing when you start playing or it'll blow up in your face ... But it's the only thing I can think of where you can just decide that you want to have 10s in all your attributes and 57 different feats all at the first session of the game. But the thing is it'll take hand-balancing. What you seem to want is a point-buy character creation system. And with a pure point-buy you're going to have to hand-balance all of the PCs because every single point buy system has glaringly obvious combat holes where one guy can specialize in butt-kicking to such a degree that everybody else might as well take a smoke break. GT moves quite a bit of the gun combat into the realm of "stuff you can just do". Autofire, area fire, cover fire, etc. They don't require feats. The skill selection involves a few groupings, all of which have player input (one being "player picks any") but it still tries to balance skill selection. (I find it better to add 2 more skills in the Pick Any section, myself). GT is very open on BOTH ends. All through the book, the GM is offered choices in what rules to use and how to implement them in the game ... and the players get alot more in the way of options, and you feel very much open to add as many more as you want. Because some of the stuff (IMHO) still reflects a little too much in the way of Ben's personal prejudices ... (Like the Wild Empathy talent being a convoluted beast to get to ... which he's admitted was mostly because he didn't like it. For one of my games I moved it to an Advanced Talent. Likewise with Sneak Attack for a fantasy game.). GT is pretty transparent about giving things the hairy eye and saying: "Eeeehhhh.": Most classes get like a single martial weapon talent. Ben likes it that way, after all, how many weapon types do most people use? You can swap it out with Firearms. But it's not much of a big deal to change it to a "Group Proficiency" and let people choose regional weapon groups. Non-proficiency is actually pretty fun ... in one game a character carried around a masterwork longsword he recieved as a wedding present from one of the other characters. Was non-proficient ... but he still whipped it out when the situation warranted it and went to town. He beat somebody down once with it. But if that feat is going to get in the way of a character concept ... CHANGE IT. Not going to ruin anything. You want a Smart hero who is a ninja? Give them "Ninja Weapon Proficiency" for free, the non-prof penalty is there to give definition, so when the ninja picks up a 12 guage we know he's never used one before, and he's only doing so because he NEEDS the shotgun right now. I think it's a really simple change to say: "Bugger the stat requirements, we don't like them!" The game gestapo will not break down the door. I do that kind of thing all the time ... I add more bonus feats, I remove requirements, whatever. The key is not throwing the baby out with the bathwater. If the stat req on feats is annoying you, but otherwise things are fine, why the heck go to another system entirely when you can just remove the reqs and run with it. I do all kinds of fun and funky stuff like that and I don't have to buy a dozen game books. The key is to just lay it out at the begining. You don't like that there aren't enough feats and skills? Say: "Okay, for character creation, everybody will get +1 Skill Point per level and bonus feats at 1st, 4th, 8th, etc." It's a relatively minor change, you might find you need to beef an encounter slightly, but if it's a Modern game they're usually fighting NPCs so just make the NPCs to match. Another wonderful thing about GT is Wulf included Upper_Krust's detailed CR system. You can then know that +1 Skill Point per level equals +0.1CR and that each feat is +0.2 CR ... when you go to make an encounter for, say, 8th level PCs using my rules above you'll know that each character is: +1SP (+0.1cr), 1st Feat, 4th feat, 8th feat (+0.6) or +0.7 CR each above where a normal character would be. That rounds out to about +1 CR, so make the encounter for 9th level PCs. Done. No balance issues. No new system to learn, no new book to buy, and you can do that as many times as you need. --fje [/QUOTE]
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