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Starting Attributes
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garhkal
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PostPosted: Fri Jan 15, 2010 4:29 pm    Post subject: Reply with quote

What about just making it a flat 18d starting. So those who have lower attribs get more d for skills, while those who have higher attribs get less.
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Whill
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PostPosted: Sat Jan 16, 2010 1:29 am    Post subject: Reply with quote

garhkal wrote:
What about just making it a flat 18d starting. So those who have lower attribs get more d for skills, while those who have higher attribs get less.


Exactly! All species are not created equal. But the "attribute dice" stat of a species is the typical # of attributes. There are members of each species with more or less than the typical #. The PCs of any species have more. PCs represent less than 1% of 1% of 1% of 1% of all sentient beings in the galaxy. What's wrong with saying that the PCs all have 18D? A lot of those are 6D above the typical # of attribute dice for their species. Some are more than 6D above, and some are less than 6D above.

By saying that all PCs have 18D, you are saying nothing about all the playable species as a whole. Just only a very, very small # of exceptions to the norm. With all PCs having 18D in attribute dice, the vast typical or average member of each species are all still very unequal and not game balanced at all. By the same token, there is no reason that important NPCs can't have more than 18D. NPCs don't have to follow the rules of PCs. The idea of "game balance" is for between PCs, and the rest of game including all species and NPC members of each species are each up to the GM.

Balancing PC members of each species does not take away the flavor of the species as a whole.

And further, Verpine PCs are way overpowered with 18D in attributes and then also getting a +2D in all Technical attribute and skill rolls. You might as well just give them 2D more in Technical attribute because the bonus has the same effect. +2D to one chosen bonus Technical skill, or an extra 2D to allocate to Technical skills in character generation, would not be so overpowering.
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Last edited by Whill on Sun Oct 12, 2014 7:38 pm; edited 1 time in total
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Esoomian
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PostPosted: Sat Jan 16, 2010 1:47 pm    Post subject: Reply with quote

Whill wrote:
And further, Verpine PCs are way overpowered with 18D in attributes and then also getting a +2D in all Technical attribute and skill rolls. You might as well just give them 2D more in Technical attribute because the bonus has the same effect. +2D to one chosen bonus Technical skill, or an extra 2D to allocate to Technical skills in character generation, would not be so overpowering.


I choose to interpret the Verpine skill bonus to mean the get +2D on any technical skills they actually have so if they have technical 5D but no first aid then they do not get 7D when attempting first aid in my game. I find it leads to a verpine player spreading his technical skills thinly to make the most of the bonus and ususally they'll neglect other skills meaning they still need to rely on the rest of the party.
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ZzaphodD
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PostPosted: Sat Jan 16, 2010 7:58 pm    Post subject: Reply with quote

Esoomian wrote:
Whill wrote:
And further, Verpine PCs are way overpowered with 18D in attributes and then also getting a +2D in all Technical attribute and skill rolls. You might as well just give them 2D more in Technical attribute because the bonus has the same effect. +2D to one chosen bonus Technical skill, or an extra 2D to allocate to Technical skills in character generation, would not be so overpowering.


I choose to interpret the Verpine skill bonus to mean the get +2D on any technical skills they actually have so if they have technical 5D but no first aid then they do not get 7D when attempting first aid in my game. I find it leads to a verpine player spreading his technical skills thinly to make the most of the bonus and ususally they'll neglect other skills meaning they still need to rely on the rest of the party.


Well, you dont really need more than a few repair skills at 8D! The rest are still at a repectable 5D, so Verpines dont really need to spread any thinner than most specialized characters, even less actually.

Given that, the drawback is that you have to play a giant talking cricket... Laughing
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garhkal
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PostPosted: Sun Jan 17, 2010 12:24 am    Post subject: Reply with quote

Esoomian wrote:
Whill wrote:
And further, Verpine PCs are way overpowered with 18D in attributes and then also getting a +2D in all Technical attribute and skill rolls. You might as well just give them 2D more in Technical attribute because the bonus has the same effect. +2D to one chosen bonus Technical skill, or an extra 2D to allocate to Technical skills in character generation, would not be so overpowering.


I choose to interpret the Verpine skill bonus to mean the get +2D on any technical skills they actually have so if they have technical 5D but no first aid then they do not get 7D when attempting first aid in my game. I find it leads to a verpine player spreading his technical skills thinly to make the most of the bonus and ususally they'll neglect other skills meaning they still need to rely on the rest of the party.

I have played under several gms who also felt as you do. And it was for ANY RACE which granted a +*d for xyz skills rolls.
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Esoomian
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PostPosted: Sun Jan 17, 2010 8:15 pm    Post subject: Reply with quote

ZzaphodD wrote:
Well, you dont really need more than a few repair skills at 8D! The rest are still at a repectable 5D, so Verpines dont really need to spread any thinner than most specialized characters, even less actually.

Given that, the drawback is that you have to play a giant talking cricket... Laughing


Other drawbacks are:
-Drone, all Verpine you're likely to encounter effectively have no gender, could make for some interesting social foux pas

-Hive minded, Verpine live in hive societies and are used to hearing constant communication from other verpine. Issolation can make them quite strange... or they're quite strange initially to seek issolation

-Rare, Verpine almost never leave the hives, people would remember them passing by and generally would relate this to authorities if some sort of technical heist went down.

These disadvantages aren't specifically listed in the book but if you read the fluff it's all there. A creative GM with a decent background knowledge should be able to deal with most races.
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