[Torg] Stat/Skill balance
Phil Dack
philipdack at yahoo.co.uk
Mon Jul 21 10:31:56 EDT 2008
----- Original Message ----
> > Group: Soldier +2
> > (encompassing any skills the player can justify)
> > Skills: Fire Combat +3, Stealth +3
> > (reflecting that they're better at fire combat and camouflage than their other
> soldiering skills)
> > Specialisms: Scuba, Tracked Vehicles
> > (within the Soldier group, they've got specific experience of these two areas)
>
> It seems like too much work for too little benefit to me.
> Balance-wise, it rewards snivelers who try to squeeze a size 12 foot
> into a size 8 boot: "My character is your average joe, so of course
> blending into crowds is part of Soldier skill."... "
Perhaps it depends on whether your group is used to narrative games. In Herowars / Heroquest, every skill is a narrative one, and characters are actively rewarded for creative uses of abilities, whether it be using "Impressive Stature" to seduce someone or "Infected with Fleas" to distract an enemy trying to skewer you with a dagger. It requires a different approach but ultimately empowers players. The theory is - and in my experience, it's true in practice also - that Skill Groups allow you to cover areas that *every* individual possessing that archetype should have, and combines well with granular skills for excellence in specific areas without requiring characters to go to that level of detail for every single thing they've done. Clearly, though, it's not a system for groups that want characters to be tightly balanced. And to work effectively I think you need (a) players who respect that a GM has Absolute Power, and (b) a GM who is prepared to
discuss with the group before exercising Absolute Power.
> An otherwise playable character may be hampered by
> a player who can't keep up on the justification angle.
I understand your concerns, and they reflect the importance of fitting games to the make-up of different groups. And I also appreciate it's not about munchkinism or the maturity of players, but more about playing styles and experience. It's an area my group has played around with quite a lot, especially through diceless and superhero games which seem particularly well suited to this level of generalism.
>From what you've said, tho, I think the core/peripheral thing is a level of complication too far. Thanks for the comments,
Phil
__________________________________________________________
Not happy with your email address?.
Get the one you really want - millions of new email addresses available now at Yahoo! http://uk.docs.yahoo.com/ymail/new.html
More information about the Torg
mailing list