From: Joerg Baumgartner (rq4@sartar.toppoint.de)
Date: Mon 30 Aug 1993 - 17:13:38 EEST
In <874E2F92250@marketing.wharton.upenn.edu>, you write:
> 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".
So what you say is if we want to speed up character generation we have to
produce templates for "common" combinations? Maybe a "foes" expansion with
lots of careers and sample characters useable as NPCs?
-- Joerg Baumgartner rq4@sartar.toppoint.de 0,,
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