This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

To Point Buy Or Not To Point Buy

Started by One Horse Town, September 25, 2006, 12:54:34 PM

Previous topic - Next topic

Yamo

Point-buy with the points taken-out. :)

Honestly, as a GM, I have always gone with a "Just make the guy you want and I'll let you know if you need to make any changes to him before we play" approach. Fuck math and fuck balance.
In order to qualify as a roleplaying game, a game design must feature:

1. A traditional player/GM relationship.
2. No set story or plot.
3. No live action aspect.
4. No win conditions.

Don't like it? Too bad.

Click here to visit the Intenet's only dedicated forum for Fudge and Fate fans!

Pete

I'm mainly a D&D class/level guy, but I like certain kinds of point-buy systems: namely the Star Wars d6 and, to a lesser extent, the White Wolf style.  Systems  where there's a low cost to attribute ratio (like one point for one pip in SWd6 or 2 points per attribute in WW).  Neither of these are perfect but I like them far more than the Hero or Tri-Stat method of having 100 to 500 points to spend on everything.