A lot of discussion while I slept, so please forgive me for going back several pages with these quotes...
Supplement Four said:
I must say, Sable, we're polar opposites with this discussion, but debating it with you has been a pleasure. You've kept your points logical and concise, and you've avoided blowing this up into a heated discussion.
I wish all posters could disagree with me the way you have. :lol:
Cheers. 8)
And, although it took me four different tries, from four different angles, I'm glad you see that there is a problem.
You state, though, that it's a problem we can live with because a lot of rpgs have the same problem (Let me remind you that Classic Traveller didn't have this problem...it appeared when the UTP appeared).
I think there are ways to fix it. I know there are ways to fix it.
I fixed it with the Universal Game Mechanic. And, I know there are other ways to fix it.
I think you've actually missed my point.
What is your fix for the fact that End covers basic fitness, resilience to disease and poison, self-discipline, ability to withstand interrogation?
Why does Dex represent basic hand-eye co-ordination, fine manipulation, reaction time, litheness, and a range of abilties that are arguable tied into strength (muscle development and training).
How do you model a sprinter with leg strenght but a relatively weak upper-body vs some guy that just works out on his arms vs somebody who's not exceptionally strong but know how to lift things efficiently?
Either attributes measure a range of talents that do not necessarily have any relationship to each other, or they each measure one, discrete thing. If the former, there is a problem (not necessarily one worth worrying about); if the latter, then they're not stats, they're skills.
Pete Nash said:
Finally, some people are forgetting that there are additional rules for rolling characteristics on 3d6, and picking the best two. Which not only skews Char Gen, but will certainly lead to players gaining 15's... and thus undermining the value of actual skill levels
I was wondering if someone would bring this up. IMO, anyone that uses the
optional stat generation method that gives extremely high stats is in no position to complain that stats dominate the game. :wink:
Personally, I've got no issue with leaving the rule in there; if a group wants to play "munchkins" and have fun with it, more power to them. That attributes will dominate and effective skill levels be very high should be made clear, though.
supplement four said:
What if your Stat bonus could only be applied to a certain number of skills of your choosing? Stats would have bonuses, as-is, but a limit to the number of skills those bonuses could be attached to.
Ok, that goes some way to resolving the issue I mention above, although it doesn't alter the way things work when defaulting to a stat. I think that this idea is a workable house-rule, but I still believe it's yet another "fix" that devalues stats such that you're better off just ditching them altogether.
Let's say that Stat bonuses can never been higher than your skill level.
I was almost sold on this as feasible. However, again, it ultimately devalues stats too much for my liking. I'm mainly opposed to the idea that bonuses can't be added to 0-level or untrained skills, which would be a big negative in my book.
On the matter of dropping stat bonuses from Effect -- while I believe the effect of this on actual results will be positive, it does add another mathematical step into the process (take your DMs, subtract your stat bonus, add to effect). For some people, this extra subtraction will slow them down significantly.