Nestor
Junior Member
Posts: 95
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Post by Nestor on Nov 16, 2013 8:34:28 GMT -5
I'll preface this by saying that I am not trying to be a min-maxer or power-gamer. I like using sample characters as a learning tool on how to create my own; they serve as both benchmarks (How strong is strong? How fast is fast?) and springboards. For that reason, I like going through and seeing how the characters were created using the rules. In doing so, I came across two archetypes that didn't add up right. Maybe I'm reading the rules wrong, or maybe they got past the editor. In any case, I'm listing them out here with some hopefully helpful thoughts. MASTERMIND
Edge 12 Health 12
Trait/Perk
| Cost
| Academics
| 6d
| + Languages
| 1d
| Charm 4d
| 2d
| Command 6d
| 4d
| Perception 4d
| 2d
| + Investigation +4d
| 2d
| Professional (tactics) 6d
| 4d | Science
| 6d | Willpower 6d
| 4d | Leadership (x4)
| 4d |
As you can see, this adds up to only 35hd. That's not necessarily a show-stopper, although it would be nice to use up all the allotted hero dice. I could either up the Languages pro another notch to make the character a true polyglot, or add another use to the Leadership perk. Next, PLANT Edge 6 Health 12
Trait/Perk | Cost | Might 5d
| 3d | Plasticity
| 12d
| Telekinesis 9d
| 14d
| - Requirement: plants
| -2d
| Toughness 5d
| 3d
| Life Support (total)
| 3d
| Unliving
| 9d
|
Okay, this adds up to a whopping 42hd, even with giving the Requirement con the -2d level. A way I could bring down the cost would be to lower Plasticity to 6d and Telekinesis to . Thoughts? Corrections? Anyone? Bueller?
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Post by LakeSide Len on Nov 16, 2013 17:15:18 GMT -5
Whoops!
Okay, the Mastermind is correct. Investigation +4d costs 3 hero dice. The first point just gives you Investigation, and the next 2 each grant you a +2d bonus.
As for the Plant, I assume I overlooked that Plasticity was a strong trait. Ugh. In any case, you could go either way on this:
A) Plant Controller: Lower Plasticity to 6d and lower Might and Toughness by 1d each, or B) Plant Brawler: Lower Telekinesis to 6d.
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Nestor
Junior Member
Posts: 95
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Post by Nestor on Nov 16, 2013 22:51:24 GMT -5
Okay, the Mastermind is correct. Investigation +4d costs 3 hero dice. The first point just gives you Investigation, and the next 2 each grant you a +2d bonus. Ah, okay, I didn't realize that's how it worked. I guess having the Acute Sense pro give you a bonus from the get-go threw me off. So, you would need to pay 1d just to be able to investigate? How would you rule it if a character without the pro tried to look for clues? Just told him he was SOL? Up the difficulty? I'm not a big fan of just saying no for something the character should have at least some chance to do; you don't need to be a detective to do some sleuthing.
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Post by LakeSide Len on Nov 22, 2013 0:20:04 GMT -5
Anyone can search an area, look for clues, that kind of thing. But when it comes to CSI type technical stuff, that's where Investigation would come into play. In the same manner, anyone can question eye witnesses or threaten someone, but Investigation would probably help when trying to ask questions that trip people up.
That help?
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Nestor
Junior Member
Posts: 95
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Post by Nestor on Nov 22, 2013 9:46:07 GMT -5
Sure. It's a matter of making sure the players have multiple avenues to get the info they need to get to the next step of the story. I think I'd still have the +2 kick in with the first hero die, to represent that extra level of training and specialization. Like you said, anyone can scan an area or talk to someone, but a trained investigator's going to be better at it.
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Post by LakeSide Len on Dec 5, 2013 12:09:55 GMT -5
It's totally not game-breaking, so I'd say to go for it.
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