Article View: rec.games.design
Article #668Re: NET.RPG: net.rpg FAQ
From: Lawrence C Smith
Date: Mon, 16 Nov 1992 16:18
Date: Mon, 16 Nov 1992 16:18
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3237 bytes
In article <1992Nov13.022324.10307@alf.uib.no>, magnus@bark-fddi.ii.uib.no (Magnus Alvestad) writes: >There will have to be a hit location chart for each major body type >and one for each weird monster (like 3headed ogres). ARRGGHHH!!! Talk about pain! Why not just distribute hits to various requisites (randomly or called) and relate the result back to the monster description? A one-pt hit to agility would be a minor leg wound, rather than trying to determine a minor leg wound from a chart and then translate that into a one-pt hit to agility. >cffitzge said something important: If we can create characters just >the way we want them to be, why should we look for advancement, >adventure and all that? magnus thinks the fun should mainly be in the >role-playing itself, not so much in advancement. Magnus has a point, but it's my experience that people want to to see some sort of reward for playing well. Mages and clerics can get new magic, but fighters and thieves have no such general advancement stat. Some sort of learning mechanism should be used, I think. >jbridson (robert) is only one of several proposing weaknesses. If you >play with a 'restricted' character generation, a weakness would give >you extra points to distribute among positive attributes / abilities. GURPS has lead to the worst min/maxing I've ever seen. At one time, virtually every member of the party was a barely mobile cripple - physical or mental. If such a system is proposed, only a small number of characters should be able to employ it - perhaps one in six, or perhaps it could be made class-dependant, where mages might be very likely to have weird problems (5 in 6) but fighters are usually well-adjusted (1 in 6). Conversely, if magic is normal and fight- ing isn't in your campaign, reverse. >Nick_Janow thinks it is important that it's possible to create a >completely random persona, with everything decided by the dice. This >will bring an extra dimension of challenge into the roleplaying. An option. >Q12. How do I improve? >bell wants to give experience points for time played. This is an intriguing idea. I used to keep track of this in order to determine how many starting points a new character would get for any given player. If you were a neophyte, you got a neophyte character, if you had been gaming for years, you got a character commensurate with your experience. None of this "building up a character" nonsense. Larry Smith (smith@ctron.com) No, I don't speak for Cabletron. Need you ask? - Liberty is not the freedom to do whatever we want, it is the freedom to do whatever we are able.
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Path: arc1-ca.pugleaf.net!sparky!uunet!walter!qualcom.qualcomm.com!network.ucsd.edu!swrinde!zaphod.mps.ohio-state.edu!sample.eng.ohio-state.edu!purdue!mentor.cc.purdue.edu!noose.ecn.purdue.edu!samsung!balrog!ctron.com From: smith@ctron.com (Lawrence C Smith) Newsgroups: rec.games.design Subject: Re: NET.RPG: net.rpg FAQ Message-ID: <5934@balrog.ctron.com> Date: 16 Nov 92 16:18:59 GMT References: <1992Nov13.022324.10307@alf.uib.no> Sender: usenet@balrog.ctron.com Reply-To: smith@ctron.com Organization: Cabletron Systems, Inc. Lines: 52 Nntp-Posting-Host: glinda