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Worlds of Design: The Revenge of the Kludge
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<blockquote data-quote="GMMichael" data-source="post: 9510559" data-attributes="member: 6685730"><p>Modos RPG kludge: your attribute bonus increases or decreases following a pair of formulae, based on attribute score.</p><p></p><p>It's just clunky. The attribute score determines how much damage a character can sustain of that type, so the score can't equal the bonus or it would be too low. If the attribute equals the attribute bonus, a PC could add 10 to that to find the damage threshhold, but that's another calculation/kludge. The formulae make the attribute score half as influential on outcome rolls as skill points, which suggests that natural talent isn't as useful as experience or training. To remove the halving-process, the game could double all the numbers involved, but then the maths get larger, moving from kindergarten -level addition to 1st or 2nd grade addition, and the randomness of the d20 necessarily diminishes as the fixed numbers added to the result get larger . . .</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9510559, member: 6685730"] Modos RPG kludge: your attribute bonus increases or decreases following a pair of formulae, based on attribute score. It's just clunky. The attribute score determines how much damage a character can sustain of that type, so the score can't equal the bonus or it would be too low. If the attribute equals the attribute bonus, a PC could add 10 to that to find the damage threshhold, but that's another calculation/kludge. The formulae make the attribute score half as influential on outcome rolls as skill points, which suggests that natural talent isn't as useful as experience or training. To remove the halving-process, the game could double all the numbers involved, but then the maths get larger, moving from kindergarten -level addition to 1st or 2nd grade addition, and the randomness of the d20 necessarily diminishes as the fixed numbers added to the result get larger . . . [/QUOTE]
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