From: | "John F. Lee" <jfl666@*.washington.edu> |
---|---|
Subject: | Skills and Attributes (was Re: More Metahumans) |
Date: | Sun, 6 Oct 1996 08:37:25 -0700 (PDT) |
> > <BIG SNIP>
> > BTW, if anyon'es thinking of creating a munchkin in this sort of way, my
> > advise is to go for money, skills, and attributes in that order. The money
> > can buy you all the extra attribute points you need, but skills are much
> > harder to come by :)
>
> I agree with the importance of skills. They can be incredibly tough to
> raise after play starts.
That seems totally unrealistic to me. Which is tougher, taking a class at
your local Community College, or smacking yourself with a mediccine ball
to increase your fortitude (Body)? Luckily, in Bill's game, it's 1x for
skills and 2x for atts. This also makes for better role-playing, I think,
beause you still have the only slightly above-average characters you
started out with later in the game, but they have a number of skills under
their belt, which is really what heroes are. Think about it, which is a
better experience: fragging some corp guys by running at them, shooting,
counting on your Quickness to get the first shot and Body to not die, or
using your skills and experience to set up a deadly trap?
> Our GM also makes us justify anything we start with, whether it be
> money, skills, attributes, or cyberware stuff. We had a completely
> cybered munchkin with starting stats of 12's and reaction in the high
> teens. The player could not justify any of it (no imagination on his part)
> and so it got nixed. This makes for better characters from a ROLE
> playing stand point, at least from my group's point of view.
> Just my $0.02 worth. Okay maybe it isn't worth that much.
No, that's a very good idea. It does away with the old "You meet in a
bar..." thing quite nicely. Think about this: Your players are doing
their normal runs, when they find that the guards at a certain corp are
all loaded down with experimental cyber that seems somewhat familiar to
one of the characters. After a few sessions, he realizes that the
cyberware was all done by a crazy old street Doc that implanted some of
his cyber. Then, maybe the characters get trapped, surrounded by these
guards, and the character mentioned before cooks up a plan to send out
signals, or plug into the building's computer, or whatever, to deactivate
the guards' cyberware. (maybe doing the same to his own in the process)
Or maybe not. Sorry, just thinking with my hands there.
John F. Lee / jfl666@*.washington.edu
No herky-jerky starts or stops!