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Message no. 1
From: jeremie.bouillon@****.fr (Jérémie_Bouillon)
Subject: How to build a PC (was:Degenerate players and tactics)
Date: Fri, 25 Aug 2006 11:40:53 +0200
Ice Heart wrote:
> And that is the real problem with a munchkin/twink. They almost
> universally do /not/ think about how and why the character exists.
> My Shadowrun games start out built around the backgrounds, contacts,
> and enemies of the PCs. I take down a list of edges and flaws along
> with notes of their backstory. Some combat-monkey without three
> synapses to rub together won't fly. The key word is balance.

I push this even more. When I create a character with a player (always
with him, I won't let anyone come with a fill character sheet at my
table) I start by the history and background. To let it develop, and
have a result with English (well, French in my case) adjectives for
everything.

After that, we switch to numbers. If a PC was describe has have a slight
addiction to sports, running each morning several miles, going to the
gym each day, and be extremely healthy I will allow a Body of 5 for
example. But I will also enforce a similar Strength, even if it's
useless for the archetype.

If the background has no indication whatsoever about a strong will, I
will enforce an average Willpower, even if the player discover that it
can help his character and want a big attribute. Etc.

Creation on the technical side become nothing more than translating
adjectives in figures, and then adjust it based on the points available.

It prevent munchkin, but no degenerated (and yet legitimate) tactics, as
I have shown witht he allied-armor thing.

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