soltakss Posted December 31, 2017 Share Posted December 31, 2017 Currently, Revolution d100 Backgrounds and Professions have Traits of the form: Close Combat [One of Brawl, Spear and Shield, Sword and Shield, Dagger, Staff] Communication [Insight, Language: British] Knowledge [Home Region] Stealth [Hide] or First Aid, Healing, Herbalism, Insight, Persuade Pick Three: Magic, Surgery, any other knowledge, any appropriate power But, it might be better to have: Pick 5 from Close Combat [One of Brawl, Spear and Shield, Sword and Shield, Dagger, Staff], Communication [Insight], Communication [Language: British], Knowledge [Home Region] and Stealth [Hide] or Pick 8 from First Aid, Healing, Herbalism, Insight, Persuade, Magic, Surgery, any other knowledge, any appropriate power So, which do you prefer? Having some Traits as required with some extra chosen traits, or having 5/8 Traits chosen from a long list? Quote Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. www.soltakss.com/index.html Jonstown Compendium author. Find my contributions here. Link to comment Share on other sites More sharing options...
Zit Posted January 1, 2018 Share Posted January 1, 2018 I'd make it setting or even profession dependent. I'm not shocked by the fact that some Traits are imposed, but it must not be a fixed amount of it for every character. Quote Wind on the Steppes, role playing among the steppe Nomads. The running campaign and the blog Link to comment Share on other sites More sharing options...
RosenMcStern Posted January 1, 2018 Share Posted January 1, 2018 I can see where this is heading, Simon, and any indication about player preference is welcome. However, leaving everything open to choice is not a good option. Let us examine how one of your example would work in an "everything is optional" scenario, first. The end result would be Pick 8 from First Aid, Insight, Persuade, Surgery, any knowledge, any appropriate power as "any knowledge" already includes Magic, Healing and Herbalism. The above formulation, while being easier to write for the game developer, has a high risk of generating "decision paralysis" in any player who is not familiar with the many options that the game and setting offer. Being able to generate characters quickly is considered a big plus in a RPG nowadays, and Revolution D100 fits the bill rather well at the moment, as the generation process is very quick while at the same time allowing those who have already mastered the system to create a very powerful character from the get go. Increasing the number of choices available would significantly increase the difficulty for beginners, while providing little benefit for seasoned players, as the example of character generation already states that you are supposed to negotiate any sensible exchange of options with the Narrator. In this specific case, the exigence of guiding beginners in character creation is prioritary over giving more freedom to those who are familiar with the game, regardless of what the majority of players think. Having some choices labelled as mandatory is at most a nuisance, easy to houserule away. Slowing down the character creation process the first time you are trying the game is a significant hassle that might keep players away from the game. The latter is a risk that I am not willing to take. In any case, everyone's opinion is welcome. Quote Proud member of the Evil CompetitionTM Link to comment Share on other sites More sharing options...
dambala Posted May 1, 2018 Share Posted May 1, 2018 I play in a universe inspired by the "Alien" movies. So, I only use the background "Terran federation planets". Similarly, the "Concentration" skill loses much of its interest, being limited to the "willpower" trait. Quote Link to comment Share on other sites More sharing options...
RosenMcStern Posted May 2, 2018 Share Posted May 2, 2018 Hello Dambala, nice to see you here. I remember it took some time to check whether we could ship the book to your address last year. The fact your mention - having little use for a skill that is rather important in another setting - has come to my attention in the last few days. A specific guideline will be provided stating that when a skill only supports one Trait, then it is better to drop the skill for that setting and move the trait to another skill. In your case, it is reasonable to assign Willpower to Knowledge or to Survival, depending on whether you think that controlling fear is more a matter of wits or of guts. Quote Proud member of the Evil CompetitionTM Link to comment Share on other sites More sharing options...
dambala Posted May 3, 2018 Share Posted May 3, 2018 That's right. And the book travels well ! ;) Yes, good advice. But, in this case, Willpower will only be connected to Perception (i don't use Ride either)? Quote Link to comment Share on other sites More sharing options...
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