From: Wayne Shaw (shadow@qedbbs.com)
Date: Fri 27 Aug 1993 - 01:40:42 EEST
davidc@cs.uwa.edu.au (David Cake) writes:
> Complex characters like this will take time in any game system. I can't see
> there being a way of making it easier without giving you a whole lot less
> flexibility - and the flexibility is one of the things that I value the most.
> Personally, I am in favour of complicating it even more by adding a few
> seldom used options - like skills over 90%, buying items, etc. Just add them,
> mark them as optional, and let people decide if they want to use them. I woul
> use them enough to appreciate there existence.
My feeling on the matter exactly. The only way I can see to reduce the
time taken when building a complex character other than by reducing
options is to make the skill purchase system more mindless--which is
exactly a feature that this rules set got away from that I was glad to
see. I can't think of a single character generation system that produces
characters with a complex range of skills and options that DOESN'T take a
while if used to it's fullest. The point with the RQ4 character gen is
that you CAN use it quickly; all you have to do is stick to one template
and buy only from that. Barring problems with look-ups from other parts
of the rules (more a property of working with playtest documents than
anything else) there's no reason that that sort of thing should take more
than 20 minutes. And if that's too long, all I can say is "Go play D&D".
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