ooh! Now there's an interesting topic indeed!Originally posted by salamander:
I'm poking my head up from a serious gearheading session (just how big is the IISS?)
ooh! Now there's an interesting topic indeed!Originally posted by salamander:
I'm poking my head up from a serious gearheading session (just how big is the IISS?)
ooh! Now there's an interesting topic indeed!Originally posted by salamander:
I'm poking my head up from a serious gearheading session (just how big is the IISS?)
Missah Whipsnade sah,FUDGE and GURPS notwithstanding, generic role-playing systems place the 'Style Of Play For The Given Setting' burden on the GMs and PCs. This is because a generic system must accomodate all play styles. The generic system must allow both a heroic-fantasy style and a nitty-gritty style at the same time. It then falls to the GMs and PCs to prevent aspects from one style of play from creeping into a setting that was constructed for another style of play.
Missah Whipsnade sah,FUDGE and GURPS notwithstanding, generic role-playing systems place the 'Style Of Play For The Given Setting' burden on the GMs and PCs. This is because a generic system must accomodate all play styles. The generic system must allow both a heroic-fantasy style and a nitty-gritty style at the same time. It then falls to the GMs and PCs to prevent aspects from one style of play from creeping into a setting that was constructed for another style of play.
I am not Mr. Whipsnape (obviously), but I am curious about this question.Originally posted by Morte:
p.p.p.s. Do you hate GURPS advantages/disadvantages as much as T20 feats?
I am not Mr. Whipsnape (obviously), but I am curious about this question.Originally posted by Morte:
p.p.p.s. Do you hate GURPS advantages/disadvantages as much as T20 feats?
I am not Mr. Whipsnape (obviously), but I am curious about this question.Originally posted by daryen:
</font><blockquote>quote:</font><hr />Originally posted by Morte:
p.p.p.s. Do you hate GURPS advantages/disadvantages as much as T20 feats?
I am not Mr. Whipsnape (obviously), but I am curious about this question.Originally posted by daryen:
</font><blockquote>quote:</font><hr />Originally posted by Morte:
p.p.p.s. Do you hate GURPS advantages/disadvantages as much as T20 feats?
It seems to me that you're not objecting to T20 having Feats, an on/off mechanic that works alongside the variable Abilties and Skills (different tools for a different jobs). Rather, it seems that you object to what it used them for -- you think they're too hi-falutin' and melodramatic.Originally posted by Larsen E. Whipsnade:
I have been imprecise yet again. I do not hate feats per se, I simply hate them in Traveller. Or, more accurately, I hate them in the nitty-gritty style of RPG play used in most Traveller campaigns. Feats have their place in certain styles of play, so do GURPS ads/disads.
Uh, that one is entirely left out of the feat list Player's Handbook and put in the Dungeon Master's Guide as an option. Since it can be a "rabbit from the hat", GMs may only wish to allow in certain games.... There's advice in the DMG on how it will affect the game and whether DMs should allow it in particular groups/games.The feats mechanism, on the other hand, would not permit such fine tuning. Feats are of the 'rabbit from the hat' school; thanks to a feat you always have 'minions and followers'
Oh, I'll get there. The game itself has now finished. I'd have some time for writing, if I weren't buried to my ears in the Temple of Elemental Evil crpg.I also hope you'll finish your Kursis Charter story, It's a keeper!
It seems to me that you're not objecting to T20 having Feats, an on/off mechanic that works alongside the variable Abilties and Skills (different tools for a different jobs). Rather, it seems that you object to what it used them for -- you think they're too hi-falutin' and melodramatic.Originally posted by Larsen E. Whipsnade:
I have been imprecise yet again. I do not hate feats per se, I simply hate them in Traveller. Or, more accurately, I hate them in the nitty-gritty style of RPG play used in most Traveller campaigns. Feats have their place in certain styles of play, so do GURPS ads/disads.
Uh, that one is entirely left out of the feat list Player's Handbook and put in the Dungeon Master's Guide as an option. Since it can be a "rabbit from the hat", GMs may only wish to allow in certain games.... There's advice in the DMG on how it will affect the game and whether DMs should allow it in particular groups/games.The feats mechanism, on the other hand, would not permit such fine tuning. Feats are of the 'rabbit from the hat' school; thanks to a feat you always have 'minions and followers'
Oh, I'll get there. The game itself has now finished. I'd have some time for writing, if I weren't buried to my ears in the Temple of Elemental Evil crpg.I also hope you'll finish your Kursis Charter story, It's a keeper!
Larsen,Originally posted by Larsen E. Whipsnade:
If I were playing Traveller-Buck Rodgers than feats would fit. Various feats could 'explain' within the Buck Rodgers setting how Buck; an average schmoe from 1930s Earth, is the best blaster shot, best flyer pilot, best spaceship pilot, and best fill-in-the-blank on Mongo despite having never seen a blaster, flyer, spaceship, or fill in the blank before.
Larsen,Originally posted by Larsen E. Whipsnade:
If I were playing Traveller-Buck Rodgers than feats would fit. Various feats could 'explain' within the Buck Rodgers setting how Buck; an average schmoe from 1930s Earth, is the best blaster shot, best flyer pilot, best spaceship pilot, and best fill-in-the-blank on Mongo despite having never seen a blaster, flyer, spaceship, or fill in the blank before.
Missah Whipsnade sah,Originally posted by Morte:
</font><blockquote>quote:</font><hr />FUDGE and GURPS notwithstanding, generic role-playing systems place the 'Style Of Play For The Given Setting' burden on the GMs and PCs. This is because a generic system must accomodate all play styles. The generic system must allow both a heroic-fantasy style and a nitty-gritty style at the same time. It then falls to the GMs and PCs to prevent aspects from one style of play from creeping into a setting that was constructed for another style of play.
Missah Whipsnade sah,Originally posted by Morte:
</font><blockquote>quote:</font><hr />FUDGE and GURPS notwithstanding, generic role-playing systems place the 'Style Of Play For The Given Setting' burden on the GMs and PCs. This is because a generic system must accomodate all play styles. The generic system must allow both a heroic-fantasy style and a nitty-gritty style at the same time. It then falls to the GMs and PCs to prevent aspects from one style of play from creeping into a setting that was constructed for another style of play.
Um, that's the John Milius / Oliver Stone movie version of Conan, not the original Robert E. Howard fighting all his life Conan.Originally posted by Larsen E. Whipsnade:
<with snippage>
Why is Conan such a superb sowrdsman despite having done little from childhood to adlolescence except push a millstone around in a circle?
For your perusal I'm linking two versions of the same character. <walks over and comes back pulling a squirming Asu cursing in 5+ languages>The feats mechanism, on the other hand, would not permit such fine tuning. Feats are of the 'rabbit from the hat' school; thanks to a feat you always have 'minions and followers' or always can fly a reverse triple-dipple loop, or fight with a sord in each hand or some other such cinematic, capital 'aitch' Heroic type thing.
Um, that's the John Milius / Oliver Stone movie version of Conan, not the original Robert E. Howard fighting all his life Conan.Originally posted by Larsen E. Whipsnade:
<with snippage>
Why is Conan such a superb sowrdsman despite having done little from childhood to adlolescence except push a millstone around in a circle?
For your perusal I'm linking two versions of the same character. <walks over and comes back pulling a squirming Asu cursing in 5+ languages>The feats mechanism, on the other hand, would not permit such fine tuning. Feats are of the 'rabbit from the hat' school; thanks to a feat you always have 'minions and followers' or always can fly a reverse triple-dipple loop, or fight with a sord in each hand or some other such cinematic, capital 'aitch' Heroic type thing.