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 Math: The Hammering

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Maldeus



Posts : 38
Join date : 2011-04-06

PostSubject: Math: The Hammering   Thu Sep 08, 2011 11:25 pm

Apologies for missing the session today, but apparently everyone else but Born and Willis did as well, so it doesn't make much difference. I hope the group doesn't implode entirely. Regardless, I'm working out a character for TAS (whatever that stands for) and thought I'd throw up a few observations on the system while I'm here. I probably won't be employing all of these when building my character and don't necessarily encourage you to use them either. We aren't really a war games type of group, so "optimal" doesn't necessarily translate to "most fun." Still, keep this sort of thing in mind if you want Real Ultimate Power, particularly the bit about magic.

First off, it looks like the usual RPG optimization trick of playing a party of autistic savants with maxes that conveniently cover for their buddies' mins applies. There doesn't appear to be a whole lot of reason not to max out the stats of your chosen archetype and shore up what weaknesses you can with the leftovers. Every point increases your average roll by only two, which means the difference between number of dice rolled has to be very large to make a difference. Thus, it's in your best interests to make sure there is a very large gulf in skill and attribute numbers between you and your opponents. Without any information on how combat works or any benchmarks, it's hard to say exactly how much this will apply.

Also, since our main objective is to kill things and we're in the wild west, the "autistic" side of "autistic savant" almost definitely applies. Face stats are probably not going to be terribly important.

Make sure specializations don't overlap. With only 3-4 players and an overspecialized party, we really can't afford to spend one of our specialists on redundancy.

The exception to the uber-specialization is the Power stat, which single-handedly governs everything you can do with magic, which can do anything. Even if you don't plan on using the other optimization tips in this post, I strongly recommend maxing out the Power stat. More spells and more dice to put in those spells means you are better at everything.

Skills should obviously be keyed to one of the three or so stats you're maxed in, since you'll be terrible at the others. You'll want four skills at five dice each, try to make sure they're as broad as possible. "Gun" is a pretty good example, but "Bomb Making" is not, because you want to be able to make and throw the bomb with the same skill.
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MrWillis

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Join date : 2011-07-04

PostSubject: Re: Math: The Hammering   Fri Sep 09, 2011 7:14 pm

Eh I kind of rushed the character system before hammering out the flaws. *Curses school/Activities/ETC.!*

But yes this really min-max system when you think about it. I kind of regret it .

Also are you sure that The face stat will be useless?
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Maldeus



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Join date : 2011-04-06

PostSubject: Re: Math: The Hammering   Mon Sep 12, 2011 2:59 pm

It's actually really hard to make a system where min/maxing is not the best way to go. As far as I know, the only way to avoid it is to make raising skills exponentially more expensive as they get higher, both at character creation and at level up.

And no, I'm not sure, but it's a good guess. We're in the wild west, which means "screw it, just shoot him" is probably going to be a viable solution to most problems.
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MrWillis

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PostSubject: Re: Math: The Hammering   Tue Sep 13, 2011 3:43 pm

Ah okay./
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