More controlled advances

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Joshua Dyal
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More controlled advances

Post by Joshua Dyal »

Has anyone ever considered a more controlled advance? Rather than rolling to see if you get a skill, trait, stat increase, etc. you just spend your SPPs to get what you want? Traits cost more than skills, and stat increases cost more than both, but instead of the randomness of the die roll, you can save your SPPs for the advance you really want to have? What do you think?

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Post by Grumbledook »

I like the system as it is. Having to spend more points on getting traits means slower progression.

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Post by Zy-Nox »

I kind of like the randomness,
Wouldnt being able too choose if you had a skill trait or stat mean people could create super players,it may take a bit longer but still youd see more,
For instance chaos players, you could build a few claw/rsc players quite quickly, but always have the knowledge that you can make them and not have to wait untill you rolled a double.

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Post by Grumbledook »

Thats also a damn good point.

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Post by neoliminal »

I'd actually like to see a little more randomness in the mix. Maybe a random first skill, for example. That would add to the team management aspect of the game, which is one I really like.

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Post by Zy-Nox »

neoliminal wrote:I'd actually like to see a little more randomness in the mix. Maybe a random first skill, for example. That would add to the team management aspect of the game, which is one I really like.
I dunno, I would be pretty annoyed if for example a wardancer picked up kick for a first skill instead of stripball.
At least with things the way they are I can plan how my players develop,and I think thats enough management for me :P

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Post by Mestari »

Sorry Joshua... the idea screams for "abuse me". Coaches have to be forced to take the "less good" skills too and more randomness is a good thing, IMO too.

For example the skill roll table that I suggested after a long thread on the subject (and which hopefully is being even considered in the rules review) - it has several different decision scenarios for coaches:
-choose a skill
-choose a skill or a trait
-choose any skill
-choose a stat increase or a skill

As with this table, players tend to get different selection of scenarios for their skills, resulting in much more varied players. If you give absolute control to coaches, they'll try to do players that they consider to be as good as they get. By limiting their choice, they'll have to consider new options and try to make as good players as possible. Variety makes the game more fun. With your suggestion there'd be a lot of players with ST increases around...

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Post by Zombie »

Mestari wrote:If you give absolute control to coaches, they'll try to do players that they consider to be as good as they get.
I know English is not your first language, but this was too funny to miss. You obviously meant "make players", not "do players". Do you know what it means to "do" someone? Or maybe you're not old enough to know that!

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Post by Mestari »

Zombie wrote:
Mestari wrote: I know English is not your first language, but this was too funny to miss. You obviously meant "make players", not "do players". Do you know what it means to "do" someone? Or maybe you're not old enough to know that!
Yes, I am aware. You just can't get sentences right every time - something that's true also for you native speakers. I refrain from commenting the latter part, but I believe that unlike yours, my age is visible below my avatar, so you can check it there and judge for yourself.

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Post by Zombie »

Sorry, didn't see the age there. I didn't even know that some people had it showing there. To make it fair, i'll tell you mine: 27, nearing 28.

In case you didn't know, i wasn't laughing at you, just at the sentence.

And don't say "you native speakers". English isn't my first language either. That should be obvious from the city showing under my avatar! ;-p

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