[Torg] Improving Attributes in play: Edges

Benjamin Grant benn at 4efix.com
Sat Nov 15 09:50:11 EST 2008


>>> 1) I wanted it fairly cheap to add one or two points - so
>>> that people could do a little minor tweaking.
>>
>>Why? What is achieved, in terms of improving the experience of the game
>>for
>>the participants, in allowing people to "do a little minor tweaking"?
>>
>>Travis Hall

Well, before I struggle to try to explain why this is important to me, you
should realize that whether or not I do so successfully will probably not
impact at all the fact that I have that design need.  In other words, I
wouldn't want to lead you on by accidentally implying that this design
criteria is up for discussion, that I am persuadable regarding changing my
criteria.  I *might* be, but one shouldn't count on it.

But if you are asking for curiosity's sake, I will try to figure out why I
want hat.  Hmmm.

To my way of thinking, a 1 point difference in a single attribute, while
nice, is actually pretty minor. The idea of attributes being so difficult to

Raise even one measly point feels wrong and out of proportion to its effect.
For example, raising a 12 to a 13 costs nearly 40 possibilities.  That seems
major overkill, *even* for Dex.

Now, multiple one point bumps, or a single 3 point bump, makes sense if that
costs a significant amount.  But I just can't get my head around the fact
that raising only one attribute only one point could cost as much as 40
possibilities.

I also think that only after playing a character for a bit can one sometimes
discover where the character stats are "soft".  For example, one of my
players realized well after character creation that he wants to have a high
Intimidate, and he only has an 8 Spirit. I am working on skill Knacks for
him on the side, but apart from that, I *like* the idea that he could spend
5+15+25=45 possibilities and get a +3 Spirit to get him to 11, which is more
acceptable.  (And given the fact that we are going to have four other Spirit
skills apart from Reality/Faith/Focus, the boost in Spirit will be even more
useful)

I think that's my motivation.  Obviously, if Edges break the system than
that is a bad thing, but I really do not believe they do.  Sure, most
players would take advantage of at least the first level or two, but that is
not a flaw as far as I can see it.  Like I said before, maybe think of it as
a 66 attribute start character with room to grow a couple of more points.

-Benn Grant
eFix Computer Consulting
benn at 4eFix.com
603.283.6601


>>-----Original Message-----
>>From: torg-bounces at justintimeadventures.com [mailto:torg-
>>bounces at justintimeadventures.com] On Behalf Of Travis James Hall
>>Sent: Saturday, November 15, 2008 5:23 AM
>>To: torg at justintimeadventures.com
>>Subject: RE: [Torg] Improving Attributes in play: Edges
>>
>>> -----Original Message-----
>>> From: torg-bounces at justintimeadventures.com
>>> [mailto:torg-bounces at justintimeadventures.com] On Behalf Of
>>> Benjamin Grant
>>> Sent: Saturday, 15 November 2008 1:19 PM
>>> To: torg at justintimeadventures.com
>>> Subject: RE: [Torg] Improving Attributes in play: Edges
>>>
>>
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