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Post by Neros on Oct 28, 2011 5:26:48 GMT -5
So, finally tried out Takewithfood's MURPG 2.0 rules for transform self, which by the way works great, but we ran into a little problem in my (which isn't only a problem for the 2.0 rules, ergo, I decided to post it here):
One character has a somewhat good human form (soldierish) and a big, siberian tiger form, and she dosn't change personality when she changes. The human form has Close Combat 4, and the tiger 6 (has better fighting instincts). But now she wants to increase her Close Combat, but would both sides of the action increase, or just one of them?
The same question more or less goes for stones, do you have to pay seperatly to increase both? Also, the player wanted to increase her Tiger forms speed with stones, but not her human form.
I have been thinking about giving a discount of some sort to both of them, if you only wish to increase one ability/action/modifier, because it would otherwise sound like a Transform Self character would have to pay double as many LoE/Stones
Any suggestions?
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Post by Brainstem on Oct 28, 2011 10:00:07 GMT -5
Only one side would increase. You have to buy both Actions, so they're both separate from one another.
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Post by Neros on Oct 29, 2011 5:33:34 GMT -5
But wouldn't that mean that a character with transform self would have to spend double the amount of LoE/Stones? Neither me nor my players think that it would be fair. Especially when both Abilities/Actions/Modifiers are the same in both forms.. The player has already paid for having two forms, so it shouldn't be made even more "unprofitable"..
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Post by Brainstem on Oct 29, 2011 11:52:15 GMT -5
Maybe it's not fair, but that's how the power is written. The cheaper form pays half price for a good deal of it's sheet to make up for this, but you ultimately wins up with inefficient characters.
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Post by Neros on Oct 30, 2011 5:09:10 GMT -5
As I said in the first post, Im using the 2.0 Transform Self murpg.proboards.com/index.cgi?board=11mrules&action=display&thread=7562But even with the old rules, it wouldn't "pay-off", because even though you pay half, you still need to pay for each forms attributes. So making the player pay even more for having a character, is very wrong since it makes allot of people jump over Transform Self characters..
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Post by Brainstem on Oct 30, 2011 14:13:13 GMT -5
Right, but you also established that the same problem exists in the Core. That's just the way it's written; sorry it strikes you as unjust.
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Post by Neros on Nov 2, 2011 18:03:22 GMT -5
Well, both me and my players think its unjust, whats worse is, that with it working like this, I don't think Im gona see a transform self character again, which is a pitty..
So I am hoping to find suggestions on how to do this and save Transform self characters, because the concept is rather cool.
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Post by Brainstem on Nov 2, 2011 18:05:00 GMT -5
There are ways around it. You can use masteries to get a similar effect and there's a power that I'm particularly fond of called Power Up/Down that works well to represent characters like Colossus or Goku who go through an increase in power but don't necessarily change anything about who they are.
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Post by malice on Nov 2, 2011 20:54:32 GMT -5
There are ways to balance it, the easiest of which is to never use it. Not favoring that though, you can do what some of the games on these boards did where all characters had to have transform self (I think everyone was a werewolf). In a party where not everyone has it, have the player make the character they want without regards to stones, then price things and trim what's unfair. If they end up with a few more stones but no more power, who cares?
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Post by Neros on Nov 5, 2011 17:41:00 GMT -5
Well, the character creation part already works really well. Im using the MURPG 2.0 rules for Transform self, which seems like they work great. The character is roughly around 48 stones and the other players are around 50, and the weak form still has some capabilities. So Im just looking for a way to make get the LOE'ing and stone spending balanced somehow..
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