Difference between revisions of "Talk:Rogue traders of the 41st millenium"

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--[[User:Jason|Jason]] 00:57, 8 February 2007 (MST)For the most part I agree with Ben, but I am a natural tinkerer (REALLY?), and I think there may be a way to mitigate this somewhat.  What if we roll the stats and they fall where they may, and when thats done if we have less than some magic number (say 13 per stat average), we can assign the remaining points as we see fit.  If you roll better than that, well you have to leave those points where they fell.
 
--[[User:Jason|Jason]] 00:57, 8 February 2007 (MST)For the most part I agree with Ben, but I am a natural tinkerer (REALLY?), and I think there may be a way to mitigate this somewhat.  What if we roll the stats and they fall where they may, and when thats done if we have less than some magic number (say 13 per stat average), we can assign the remaining points as we see fit.  If you roll better than that, well you have to leave those points where they fell.
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--[[User:Edmiao|Edmiao]] 01:16, 8 February 2007 (MST) I'm against any randomized stats.  point buy is the way to go, you can do it like DnD where it costs you more to go to the extremes.  You can argue, hey sometimes its fun to have a character that isn't so good, but I think it would get old in not too long unless there was some incentive re the xp bonus in PA.
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--[[User:Matts|Matts]] 09:26, 8 February 2007 (MST)So let's say you get 77 points to distribute (in FRP rules), or you get 65 to distribute in Cyberpunk rules.
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--[[User:BenofZongo|BenofZongo]] 13:32, 8 February 2007 (MST)can we be rouge traders of the 41st millenium?
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--[[User:Edmiao|Edmiao]] 23:56, 8 February 2007 (MST) So I get the universe setting, but what is the group all about?  what's the goal, is there a goal?
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--[[User:Matts|Matts]] 10:01, 9 February 2007 (MST)This game has a goal similar to the other space games: ply the sector for fun and profit.  I've got a nascent idea for a sector plotted out, along with some important personalities, but what ties the group together is that they run a ship together.  The first session would ideally recap the early times of the group, and we'd have periodic flashbacks to 'remember the time when Sergeant Cheezy McFartsalot blew the lid off the Cosmetics Affair?' kind of things.  But, were I to run this, my first objective would be to tie the player characters strongly together (not neccesarily amicably, but tied nonetheless).

Latest revision as of 11:01, 9 February 2007

--BenofZongo 00:13, 8 February 2007 (MST)I'd just like to pipe up here and say that I was 'on the fence' as far as rolling for stats goes before WHFRP, but now I am strongly against it. It's a fun gimick, but I think it actually works against coming up with a unified and satisfiying character concept. I guess with assigning your rolls for yourself that mitigates it a bit, but all in all, I've just found that I don't like it as a game mechanic

--Jason 00:57, 8 February 2007 (MST)For the most part I agree with Ben, but I am a natural tinkerer (REALLY?), and I think there may be a way to mitigate this somewhat. What if we roll the stats and they fall where they may, and when thats done if we have less than some magic number (say 13 per stat average), we can assign the remaining points as we see fit. If you roll better than that, well you have to leave those points where they fell.

--Edmiao 01:16, 8 February 2007 (MST) I'm against any randomized stats. point buy is the way to go, you can do it like DnD where it costs you more to go to the extremes. You can argue, hey sometimes its fun to have a character that isn't so good, but I think it would get old in not too long unless there was some incentive re the xp bonus in PA.


--Matts 09:26, 8 February 2007 (MST)So let's say you get 77 points to distribute (in FRP rules), or you get 65 to distribute in Cyberpunk rules.

--BenofZongo 13:32, 8 February 2007 (MST)can we be rouge traders of the 41st millenium?

--Edmiao 23:56, 8 February 2007 (MST) So I get the universe setting, but what is the group all about? what's the goal, is there a goal?

--Matts 10:01, 9 February 2007 (MST)This game has a goal similar to the other space games: ply the sector for fun and profit. I've got a nascent idea for a sector plotted out, along with some important personalities, but what ties the group together is that they run a ship together. The first session would ideally recap the early times of the group, and we'd have periodic flashbacks to 'remember the time when Sergeant Cheezy McFartsalot blew the lid off the Cosmetics Affair?' kind of things. But, were I to run this, my first objective would be to tie the player characters strongly together (not neccesarily amicably, but tied nonetheless).