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Worlds of Design: Human vs. Superhuman
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<blockquote data-quote="GMMichael" data-source="post: 8267182" data-attributes="member: 6685730"><p>I'm a little fuzzy on the thread subject (functions vs. emotions? Low vs. high-level? Realistic vs. supernatural?) but <a href="https://modos-rpg.obsidianportal.com/wiki_pages/rules-catalog" target="_blank">the game I play</a> has a pretty simple solution for serving both extraordinary characters and superhuman characters: the GM turns the dials by setting a Campaign Theme and by using a relative Difficulty table:</p><p></p><p>The Campaign Theme sets the bar for how special the PCs will be, and what sort of zany antics the setting will generate.</p><p>The Difficulty table recommends roll bonuses based on the relative difficulty (easy through divine) of an action.</p><p></p><p>So Aragorn and Gandalf could have a ton of simulationist levels if the GM wants to run that type of game. The character levels would give them bonuses to achieve higher results on the Difficulty table. Or, if the theme calls for the emotional method (?), maybe slicing orcs in half is relatively easy, and a low-level Aragorn and Gandalf can do just fine without high bonuses to their rolls.</p><p></p><p>I prefer the ...emotional method?... since it seems to avoid hours of nitpicking over whether a given character can actually use a particular spell or achieve a certain outcome on the Success of Climbing Ladders table.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8267182, member: 6685730"] I'm a little fuzzy on the thread subject (functions vs. emotions? Low vs. high-level? Realistic vs. supernatural?) but [URL='https://modos-rpg.obsidianportal.com/wiki_pages/rules-catalog']the game I play[/URL] has a pretty simple solution for serving both extraordinary characters and superhuman characters: the GM turns the dials by setting a Campaign Theme and by using a relative Difficulty table: The Campaign Theme sets the bar for how special the PCs will be, and what sort of zany antics the setting will generate. The Difficulty table recommends roll bonuses based on the relative difficulty (easy through divine) of an action. So Aragorn and Gandalf could have a ton of simulationist levels if the GM wants to run that type of game. The character levels would give them bonuses to achieve higher results on the Difficulty table. Or, if the theme calls for the emotional method (?), maybe slicing orcs in half is relatively easy, and a low-level Aragorn and Gandalf can do just fine without high bonuses to their rolls. I prefer the ...emotional method?... since it seems to avoid hours of nitpicking over whether a given character can actually use a particular spell or achieve a certain outcome on the Success of Climbing Ladders table. [/QUOTE]
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