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02-02-1998, 10:20 AM #1Maurizio GarzelliGuest
skills and powers strikes again....
On Fri, 30 Jan 1998 17:03:33 -0800 Tim Nutting
wrote:
> > I'm starting a new campaign and I thought about including the PO
> > rules. Now, does the combination of blood abilities and S&P make
> > characters too powerful?
> ___________
>
> I use S&P extensively, but I really don't like C&T with the exception of a
> few parts (the dueling plot, if you understand it, is GREAT for Blood
> Challenges).
>
> S&P can create phenomenal game busting characters, and it creates allot
> more work for the DM. To keep balance, the DM must also use this system
> when creating major NPCs as well. (and if they make super combat
> monsters... make super combat monster NPCs to kill them... life and
> politics are hard )
>
> A few suggestions:
>
> * No racial options (except humans - 10 pts). Just use the races from the
> rulebook.
>
> * Allow class modifications, within reason. Apply all class restrictions,
> don't allow them to be "bought off".
>
> * Enforce what the book says. 18 is the limit unless you've got a stat
> mod. It's there in black and white, its pretty simple, but I used to hear
> lots of complaints like "but all the fighters now have 20 in muscle!"
>
> * Enforce the max limit of 15 points for disadvantages. I had one player
> try and pass off a guy with 45 (!) points of disadvantages. Also, USE the
> disadvantages players choose AT EVERY POSSIBLE OPPORTUNITY. I had a rogue
> choose Phobia: Water (severe) and think nothing of it. So I made it the
> rainy season.
>
> * Make a list of all your PCs Traits and Disadvantages and keep it handy.
> Do it with Blood Powers too.
>
> Tim Nutting
> ************************************************** *************************
> > - ----------------------
Maurizio Garzelli
mg26@ukc.ac.uk
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