Re: Re: Character Generation

From: Ashley Munday <aescleal_at_...>
Date: Sat, 23 Dec 2006 09:26:21 +0000 (GMT)


Bloody hell Jane,

I think you might be taking this a bit seriously!

The way I tend to create characters these days is:

When I'm GMing I tend to impose the same rules, it saves all the faffing about.

Cheers,

Ash

> > >Probably a difference in what we regard as
> > "complex",
> > >then. To me, having to spend hours doing sums is
> > >complexity I'd much rather avoid.
> >
> > Hours to add up twenty points? I understand you're
> a
> > programmer? Surely you jest.
>
> No, because there's a lot more to it than adding up
> 20
> points. The break-points from a +1 to a +2 augment
> and
> from +2 to +3 have to be allowed for. You don't
> increase a 13 ability to 14, you increase it to 15
> and
> then stop. Check which abilities overlap between
> keywords and how high that takes them to. Work out
> the
> comparative value of increasing an affinity against
> increasing just one feat. If you're not
> concentrated,
> that's a negative, how many points do you now have
> to
> put into the magic to hit the next augment
> breakpoint?
> Are you more likely to use an ability as lead (so
> any
> increase is good), or as an augment only? Do we have
> to allow for the phase of the moon, and what does
> that
> do to break-points at different stages?
>
> Like you say in another post, the fact that the
> limits
> exist tell me that this is what the game at this
> point
> is about. And I play it thoroughly, or not at all.
> I'd
> always use a spreadsheet to model the various
> options,
> and I'd expect to take several hours over it.
>
>
>
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