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Playing with (Heroic) stats

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AngryGhost
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Playing with (Heroic) stats

Post by AngryGhost »

Just wondering how changing the 1-5 stats to the following would have on the game(s) - esp. In sci fi edition (heroic scale) and what else might need to be altered to accommodate them.

[roughly]
0: feeble/severely impaired
1: weak
2: average
3: good
4: excellent
5: pinnacle

-I'm meant to start a sci fi game you see for folk who have just come off the 1-5 vampire the masquerade scale.

Edit: it's not a matter of granularity, more a case of player familiarity.
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BASHMAN
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Post by BASHMAN »

As long as the same scale applies to all characters in the game, there is no problem at all; it works fine. I tend to have 4 be max human stat for Brawn and Agility, however, that way non-human species can be stronger or faster.
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AngryGhost
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Post by AngryGhost »

yeah, that's cool.

I guess you could give them a +X amount to the end result too.
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BASHMAN
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Post by BASHMAN »

AngryGhost wrote:yeah, that's cool.

I guess you could give them a +X amount to the end result too.
You know, that is a good possible way to deal with it. For wound threshold, you'd just add the +X to that as well as Brawn rolls.

The only issue is when a species has a penalty to their stat. There has to be a way of balancing it. With templates, there is no need to "balance" anything, since you are getting the same number of points; it is just telling you ways they cannot be spent, or minimums that have to be bought.
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AngryGhost
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Post by AngryGhost »

something along the lines, but not necessarily as written, he Heightened power from UE 2nd printing?
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BASHMAN
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Post by BASHMAN »

AngryGhost wrote:something along the lines, but not necessarily as written, he Heightened power from UE 2nd printing?
Maybe, but I'd do it in +5 increments.

Again there is the issue of "who will willingly take a -5 Result Penalty to rolls" issue. It's easier to impose caps on stats than penalties.
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AngryGhost
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Post by AngryGhost »

I think I had a solution but then thought it probably makes things a bit complicated, and borrows a little too much from opend6 (which if your using alt dice mechanics for bash might not work as well)...so I'll think on it.

On a side note about other species, both in sci fi and fantasy - I would like to see a little bit more bite to creating non-human characters - if only to let folk know they're really playing something non-human.

As the character creation for other races (using rpg terminology here) is quite condensed, would you consider making more packages in an UE version? For example, the wolfkinin fantasy don't have a x4 cap like humans and have one extra power but otherwise are indistinguishable from humans.

How could you add more species specific feel?

I am guessing giving human characters 1 or 2 more mundane powers to balance out the lack of racial traits would be a little generic - and go for the fantasy/sci fi stereotype that everything else is built off a baseline human.

However, maybe some guides in a future edition as to race specific armour/weaponry etc (and how to create it for non pre-package species) would be a viable option?
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BASHMAN
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Post by BASHMAN »

That is a good idea. I definitely would give some more flavor; like you see in BASH! SF at least.
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