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Questions on Powers specifically for New Aberrant

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  • #16
    That's really just symptomatic of the way all White Wolf games tend to reward specialists over generalists, which is itself a huge game design hurdle - making both generalist and specialist characters equally viable is quite the hurdle.

    A big thing in the raw power department is that you have to manage the battle, and try to fight it on your terms. Don't try to arm wrestle the Mega-Strength guy, and don't try to out-think the Mega-Wits Woman. Controlling the battlefield is way more important than just raw stats.


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    • #17
      Originally posted by Wolfgar View Post
      That's really just symptomatic of the way all White Wolf games tend to reward specialists over generalists, which is itself a huge game design hurdle - making both generalist and specialist characters equally viable is quite the hurdle.
      Can't say i agree - specialist over generalist is a mentality all too common among gamers, in fact at least in part an artifact of every player wanting to have its own flair/schtick/style, that goes far beyond any one system or publishing company. "Bard is useless" has been something a decades-old meme in D&D for a reason... Not to mention that games where intrigue can play as much of a role as combat, as a good part of WoD materials in fact are, doesn't reward specialization anywhere near how much it can screw up the (far more numerous) weak spots of a character.

      What can be indeed be more of a problem in Aberrant - again, depending on a player's style and experience in dealing with the issue - is the matter of system lethality depending if your character is or not in the "punny human" level when it comes to damage resistance. 7 health levels means 2 or 3 solid hits can kill most characters depending on luck, making super-resistance, damage absorption or evasive effects quite a big deal. That said, such characters can all too easily trap themselves in a "the blow that connects is the last one, ever" situation, where anything that gets through their defenses will probably go higher, if not ludricously higher, than a 7+ health levels possible insta-kill. That said, it was far from an issue unique to it with super-hero RPGs of the 80s or 90s.

      Just my two cents of thought on the subject.
      Last edited by Baaldam; 02-28-2016, 09:50 AM.

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      • #18
        The way the systems use to work it was always cheaper to start specialized and round out deficiencies, rather than starting generally competent and working towards a specialization.

        The health level issue is more a matter of spread than anything else, since characters could range from mere human to needing a light tank to even inconvenience. That makes it difficult to have a mixed character party that is equally threatened from the same source of danger.

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        • #19
          Originally posted by Wolfgar View Post
          The way the systems use to work it was always cheaper to start specialized and round out deficiencies, rather than starting generally competent and working towards a specialization.
          What is min-maxing and far from unique to Storyteller, though the bonus point x experience divide does offer some undeniable advantages. Again, who says concept and ST will give you time to round out deficiencies?

          Originally posted by Wolfgar View Post
          The health level issue is more a matter of spread than anything else, since characters could range from mere human to needing a light tank to even inconvenience. That makes it difficult to have a mixed character party that is equally threatened from the same source of danger.
          Yup, what can make things pretty hectic for a group if the ST forgets most of the group ain't built like a tank for some reason or other, among other things... but again, puny human syndrome ain't far from unique to Aberrant (systems of the late 80s to early 90s could be so much worse at that).

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          • #20
            "Min-maxing" is just name calling and trying to turn a system issue into a player issue. Grossly rewarding one player over another for what is essentially a random choice is poor game design.

            Concept is the easy part, as adjusting concept to system space is pretty simple. One just hopes there is enough room in it for system space.

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