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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

What's funny is I wasn't quite doing that in the last campaign I ran and my players still slaughtered the game's idea of a 'level appropriate' encounters effortlessly, because the 'level appropriate' stuff is tuned way, way too easy on the players.

13th Age is a game with a couple good ideas that you play for a campaign or two and then realize it's just kinda dull.

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Strange Matter
Oct 6, 2009

Ask me about Genocide

Halloween Jack posted:

Godlike doesn't address using your power on someone you perceive via television, because it's not an issue. (Sure, someone could set up an experiment with an iconoscope, but who cares?) But Wild Talents has a universal range chart, based on your die pool, and range maxes out at about 5,000 yards. And by default, powers require actual line of sight.

Otherwise, the Godlike/WT universe ends the moment a crazed supervillain starts flipping through TV channels, using whatever power to assassinate Eisenhower, Krushchev, Mao, Attlee, Walter Cronkite, Jack Benny, and Captain Video.
Wild Talents does, however, have the "On Sight" Extra which allows powers to work through a transmitted image as long as it's live (presumably). As you mentioned, it's got some terrifying implications.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
Yeah, the On Sight extra implies that you normally need line-of-sight.

drat it, now I want to run a post-apoc supers game where the Cataclysm is that someone just magically killed everyone appearing on television at 11:34am this morning. Our universe's Thanos is just some guy watching TV in his bathrobe who couldn't take it anymore.

And someone used Suppress Nuclear Fusion to deactivate all the nukes.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Halloween Jack posted:

Yeah, the On Sight extra implies that you normally need line-of-sight.

drat it, now I want to run a post-apoc supers game where the Cataclysm is that someone just magically killed everyone appearing on television at 11:34am this morning. Our universe's Thanos is just some guy watching TV in his bathrobe who couldn't take it anymore.

And someone used Suppress Nuclear Fusion to deactivate all the nukes.
Most nukes would need fission, not fusion, suppression. I also don't think this would kill enough people to cause apocalypse, although you might clear out a hilarious swath of the legislature if you include C-SPAN.

The big and obvious change would be that now 'live TV' has a five-second delay.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


I think part of the problem with 13th age is that they really wanted to make a Glorantha game. So they did, and it's 13G.

Rand Brittain
Mar 25, 2013

"Go on until you're stopped."
The idea that 13th Age has bad writing is bizarre to me. Having really strong, distinctive writing is what sets it apart from all the editions of D&D it's reacting to.

ZorajitZorajit
Sep 15, 2013

No static at all...

Rand Brittain posted:

The idea that 13th Age has bad writing is bizarre to me. Having really strong, distinctive writing is what sets it apart from all the editions of D&D it's reacting to.

Claiming things have bad writing, especially fantasy, genre, and pulp fiction is a long standing tradition leveled at goddamn everything. Prose has bad writing like illustrations have "bad painting." It's certainly possible, but without articulating why it's a pretty meaningless jab.

Does the dialogue sound like a socially-deficient robot wrote it? Are there moral undercurrents that make Ayn Rand look reasonable? Would the plot have been resolved if someone had done something simple, obvious, and in-character?

Cease to Hope
Dec 12, 2011

Rand Brittain posted:

The idea that 13th Age has bad writing is bizarre to me. Having really strong, distinctive writing is what sets it apart from all the editions of D&D it's reacting to.

it has a clear, effective authorial voice - it's something I like about it, a quality of some of my favorite games, and something I forgot to mention.

that said, it's poorly organized, core ideas are brought up in one place and not mentioned in another, and in particular the icon interaction rules are about half absolute incomprehensible gibberish by volume

Young Freud
Nov 26, 2006

Halloween Jack posted:

.
And someone used Suppress Nuclear Fusion to deactivate all the nukes.

This is basically the premise of The Nth Man, where a super teleports all nuclear weapons (and I think nuclear isotopes since people can't make new nukes). Without deterrent, World War 3 begins almost instantly as a conventional war between US, USSR, and China (Europe is invaded early on by the Warsaw Pact).

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Rand Brittain posted:

The idea that 13th Age has bad writing is bizarre to me. Having really strong, distinctive writing is what sets it apart from all the editions of D&D it's reacting to.

I don't see where this happened - I see some fairly specific complaints about content, organization or lack thereof, but no one just going 'it has bad writing.'

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


13th Age has some inconsistent writing, which I think really holds it back. It needed a few first-read comprehension editing passes, and I don't think it got them.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

In general, I maintain 13th Age is a game that could be really, really good with a second edition.

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib
Yeah, the review doesn't say it's poorly written, it says it's poorly edited.

Rand Brittain
Mar 25, 2013

"Go on until you're stopped."

JackMann posted:

Yeah, the review doesn't say it's poorly written, it says it's poorly edited.

"but the poor writing, editing, and layout sabotage it."

Cease to Hope
Dec 12, 2011

Rand Brittain posted:

"but the poor writing, editing, and layout sabotage it."

tbf, that's something that may have been edited in after they said that. I'll stand by the idea that many of their ideas are straight up poorly communicated.

Can you explain to me how these rules and the following section, "Discovery and Surprise", actually work? What dice do you roll? How do you interpret the results? (This is the latter half of page 182 and most of page 183, if you'd rather consult the book itself.) Icon relationship rolls are one of the flagship ideas and they're just a jumbled mess.

that said, you caught me in some of my own bad writing. i think poor writing specifically sabotages their effort to communicate their new ideas, not the entire package, and i think i can be clearer about that.

Rand Brittain
Mar 25, 2013

"Go on until you're stopped."

Cease to Hope posted:

tbf, that's something that may have been edited in after they said that. I'll stand by the idea that many of their ideas are straight up poorly communicated.

Can you explain to me how these rules and the following section, "Discovery and Surprise", actually work? What dice do you roll? How do you interpret the results? (This is the latter half of page 182 and most of page 183, if you'd rather consult the book itself.) Icon relationship rolls are one of the flagship ideas and they're just a jumbled mess.

that said, you caught me in some of my own bad writing. i think poor writing specifically sabotages their effort to communicate their new ideas, not the entire package, and i think i can be clearer about that.

No, I'm prepared to admit that icon relationship dice are a complete mess of a mechanic.

Cease to Hope
Dec 12, 2011
while i'm here, does someone have the "this game deals with sensitive material" warning for F&Fs handy

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!


Rifts World Book 11: Coalition War Campaign Part Six: "This skill grants a clear understanding of the way the military works, including rules of behavior (when to salute, how to address superiors/subalterns, etc.), military procedures and routines, standard issue of equipment, special ordering procedures, proper display of rank and medals, advancement in rank (and the duties that come with it), proper troop formations, how to deal with military bureaucracy, the chain of command, proper channels, who to contact to get things done, and other useful information on matters of military protocol and bureaucracy."

Because sentences don't actually need to stop at any point, technically...


We're ready for some generic action!

Descriptions of New Skills

Like all great Rifts books, we get a bloating of the skill section. If that wasn't enough, they reprint the whole skill list "for easy reference". If you wanted it to be easily referenced, it'd be a hell of a lot shorter...
  • Electronic Countermeasures (Jamming): Jamming signal may already be included under Radio: Scrambler! Maybe not! Ask your GM! It's not like we write the rules or anything!
  • Imitate Voices & Impersonation: You thought this might be covered by the disguise skill, but you're wrong. See, the disguise skill doesn't explicitly mention changing your voice, so enjoy taking this skill tax for basic competence.
  • Interrogation Techniques: Feel sad for the cop-themed O.C.C.s that came out before this book.
  • Basic Mechanics: A skill from old games brought back in case you want to be like a less competent Mechanical Engineer in exchange for a 5% bonus chance of success, whee.
  • Field Surgery (By Pat Nowak): Yep, apparently being a Paramedic or a Medical or both doesn't cover this. This also has optional rules for rescuing people who normally would die from mega-damage (minus a limb or two), but the base chance is 16%, so don't get your hopes up.
  • Armorer: Like a crappy version of Weapons Engineer, but with a 15% better success rate.
  • Camouflage: Sure, Detect Concealment may explicitly say it lets you set up camouflage, but forget that, here's a skill that supercedes it.
  • Military Etiquette: Hahaha no sir gently caress you sir.
  • Find Contraband, Weapons, & Cybernetics: I mean, Streetwise already explicitly covers shopping for illegal goods, but this now explicitly says Streetwise doesn't. Guh.
  • Fortification: 30% chance to construct the pillow fort successfully.
  • Nuclear, Biological, & Chemical Warfare (NBC): Not that we have much in the way of rules for biological and chemical warfare, but just in case.
  • Parachuting: Do you care about HAHO, HALO, or LALO are? No? Well, too bad, because you're about to find out. Oh, and if you fail your roll, try again. If you fail it twice, you die! What if you don't have the skill? Well, you just die.
  • Recognize Weapon Quality: Normally this just came free with a Weapon Proficiency, but this instead lets you evaluate any weapon. You know, in case you care about evaluating weapons you have no proficiency in.
  • Trap Construction: 20% chance of success at such difficult tasks as A) digging a hole in the ground, B) placing a bear trap and chaining to a tree, and C) unrolling a spool of barbed wire across the ground. Granted, doing a log fall or a net trap does take skill, but a lot of these - like stringing a line out to make people trip - could be done by an industrious third grader.
  • Trap/Mine Detection: Sure, we have a skill specifically called Demolitions Disposal, but it doesn't let you detect mines.
  • Physical: Hand to Hand Commando: Magic bullshit Coalition fu.
  • Pilot Related: Radar/Sonar: Yeah, we already had a skill called Read Sensory Equipment which already does this, but how about a more limited version? Why not?
  • Streetwise - Drugs: This might be included in the original skill or you might need to ingest it orally, consult your local GM for details.
  • Lore - D-Bees, Lore - Magic, Lore - Psychic: You know your wizard you made without this book? Turns out she doesn't actually know that much about magic after all.
  • Underwater Demolitions, Pilot: Submersibles, Pilot: Warships/Patrol Boats, and Pilot: Water Scooters: Skills so hot they needed to be reprinted. Oh, there are no subs or boats or scooters in this book. Just FYI.
The skill addition is rank page filler, with 80% of it being rephrased nonsense from earlier books. About the only necessary bits are the Lore additions, and one of those (Lore - Magic) is explicitly banned by the Coalition, so not sure what it's doing here. Also, you know, 20% chance to dig a hole. Thankfully, this book made its skill roll with that.

Coalition O.C.C.s

Of course, the core Rifts book already has seven Coalition classes: the grunt, the RPA Elite, the technical officer, the military specialist, the 'borg, the psi-stalker, and the psi-hound. But that's not enough, is it? No. No sir.


"Is that a D-Bee?" "Who cares? We got guns! bangity bang bang!"

Coalition Cyborg Strike Trooper

Despite thinking ofs full cyborgs as "inhuman", they've done an about-face after doing tests and studies that informed them that cyborgs don't necessarily dehumanize and face to bloodshed. That and they have a lot of wizards to kill in Minnesota. Still, Prosek is hesitant and their numbers are limited. For some reason, the Coalition generally disguises them as normal troops, which has gotta suck for normal troops once their foes learn to take a "nuke 'em all" approach.

This is much like their original package in the corebook, only they get to choose between being "light" or "heavy" models. The heavy models are stronger and more agile and have a lot more combat equipment (including the ubquitious concealed ion rod in the leg) and the light is... faster and has a lot of extra sneaking and sensing equipment. They get different skill packages in addition to the basic skill package 'borgs already got, making them more powerful than the old class and a lot better than non-Coalition cyborgs.

We get a lot of details on decomissioned cyborgs, like any PC would be like "nope, I don't like being a massive machine powerhouse anymore". About the only interesting notion is apparently cyborgs can retire with some of their weapons intact if they're immigrating out of the nation (to, say, be an adventurer), which seems like a good justification for one as a PC. Which is on the rare chance you get to play one, anyway; their high Mental Endurance requirement only gives a 9% chance of rolling one up.


Face skull, chest skull, ... nipple skulls?

CS Commando O.C.C.

Less than a 1% chance to roll up one. Just mentioning that up front.

So, these are supposed to be the Coalition's elite badasses, though they get fewer skills than the generic Special Forces O.C.C. back in Rifts Mercenaries. Their big-deal thing is supposed to be their special Hand-to-Hand: Commando skill they get. It gives them a variety of fancy special moves, like:
  • A body block that can be dodged or resisted with a "maintain balance" roll, but the game has no rules for the latter.
  • A special sweep kick that does no damage and knocks people down; it can't be parried, only dodged, and even then only at a penalty.
  • A special "critical" body flip that causes one to lose two attacks when hit by it.
  • An automatic dodge like Juicers get at 5th level. Yes, just through training, you too can just dodge around like a crazy now... or like you know Aikido. (Deep cut.)
  • An automatic attempt to body flip people instead of dodging while in melee... at 14th level, so just forget about ever actually getting it.
The class itself is a bit dull otherwise, with a mix of wilderness, piloting, and weapon skills, and a chance of having a few cybernetic implants. Though they get that fancy kung fu grip, it requires a fair number of levels to become cool, and they don't get anything nearly as cool a a Juicer or 'Borg would get. In addition, the Special Forces O.C.C. (which you're nine times as likely to qualify for) is just a modestly better class with its own power armor which turns out can also take the new fancy commando uber-karate, so it can just drink this O.C.C.'s milkshake anyway. It drinks it up!

EOD Specialist
By Kevin Siembieda and Pat Nowak


So, this is an O.C.C. in the tradition of garbage O.C.C.s like the Forger or Safecracker in that it basically takes on singular skill and tries to make it into a class. The sad fact is that this character isn't vastly better at defusing bombs than other classes - only modestly better. The angle they try and give this class, then, is that they're an expert in making traps and homemade bombs. We get over a page in special homemade explosives, most of which is garbage that barely does damage worth MacGyvering up. The main stuff that's useful of which are debuffs like flash grenades and tear gas, or their ability to increase an explosive's damage by 25% (which we're told increases 1d6 x 10 to 2d4 x 10, because Rifts is bad at math). As such, they at least have a use, though it'd still be better to just have another robot pilot on your team if you want to do damage.

Naturally, they get a bunch of engineering and demotions skills, and their secondary skill picks are slightly under par. Oh, and you have a 0.5% chance of playing one due to their strict attribute requirements. Fuckin' Rifts.

Coalition Juicers

... is just completely reprinted from the last book, Rifts World Book 9: Juicer Uprising, which I might forgive if they were collecting some information from a hard-to-find source, but this information from the previous book in the line. So you can just check my review for that. The only "new" information is that Colonel Lyboc still has a few dozen of these guys after the titular Uprising, so if you want to work for the Coalition's Vic Mackey (only more scummy, somehow), play one of these guys.

Still amazing that they reprint information from the previous release. And not just a little, this is three whole pages. Fuckin' Rifts.

CS Nautical Specialist
By Julius Rosenstein with material by Siembieda


Would you believe, even by the end of this book, we've never had any aquatic craft detailed for the Coalition of any sort? But that doesn't stop them from writing up this class, perfectly placed to twiddle its thumbs until Rifts Sourcebook 4: Coalition Navy, which will go ahead and render this O.C.C. redundant. Look forward to it! :v:

Rifts World Book 11: Coalition War Campaign posted:

Although officially designated as "Sea Devils," the Nautical Specialists are better known by their nickname "Naughty Boys," much to their chagrin.

So, the Coalition mainly just is dipping their toes into aquatic operations, but is planning to dive in fully later. Some Coalition soldiers think getting assigned to this is hitting rock bottom, but a few are taking to it like a fish to water. While it's still technically a part of the army, the idea of a an actual navy is being floated around- ugh, look, this is boring. I've got to make my own fun.
The chance of rolling one up is 14%.


"You're not going lock these locks in a helmet like some kind of... cage."

Coalition Ranger
Coalition Military version of a Wilderness Scout.


They're not kidding, this is really just a Wilderness Scout with skulls on, so I don't think there's too much to add. It notes that Rangers tend towards tolerance much more often than their Coalition counterparts, since they come into contact with nonhumans more frequently and often develop contacts amongst local populations... well, those willing to put up with a pawn of a genocidal empire, I suppose. About 28% chance to roll one up.


Hope you're not sick of pictures of action figures saluting yet...

RCSG Scientist
Rift Control Study Group (RCSG)


So, these are scientists, mainly based around St. Louis or Old Chicago, that are dedicated to try and understand and contain rifts. They have a limited understanding of ley lines, but science does not remove the terror of The Gods.

So they have a special lore skills pertaining to ley lines, magic, and enchantment (mind control and curses, that is), and despite being scientists, they can somehow float along ley lines and heal faster on them, though they can't cast spells. They get a god number of lore, science, and computer skills, though they're kind of half-assed compared to a rogue scientist. But they can float! So that's a thing. Their requirements are relatively low; you have a 39% chance of rolling one up. (Yep, those are low requirements in this book, because Rifts is bad at math.)


... there's still more to come.

RPA "Fly Boy" Ace

So, this is like the SAMAS pilot in the corebook, but instead of getting a SAMAS, they pilot skycycles. Sounds like a raw deal to me. They get a special "Pilot Skycycles" skill that can actually be applied to any small aircraft. They also get a "Pilot Death's Head Transport" which literally and explicitly makes any other O.C.C. bad at flying the giant skull ships, since apparently they're the only ones qualified for it and don't get a penalty at it.

:confused:

They get a ton of pilot skills and... wilderness skills, since those are the caramel filler of any Rifts class. They get a decent number of skills, but hilariously don't come with a skycycle - they have to requisition one.


I'll not make fun, but instead just point out I already miss this look.

Special Forces

Yep, they don't have any special unit name or designation other than "Special Forces", much like the Siembieda uses the word "Black Market" as if it referred to a specific organization. In any case, these are guys assigned to covert teams and long-range assignments. They're apparently one part spy, one part soldier. They get a mix of military, pilot, and espionage skills, but ironically still fall short of the competency of the "generic" Special Forces O.C.C. in Rifts Mercenaries. But despite that, you've got less than a 1% chance to be allowed to play one. Fuckin' Rifts.

Next: They've got the guts - give 'em more firepower!

xiw
Sep 25, 2011

i wake up at night
night action madness nightmares
maybe i am scum

Cpig Haiku contest 2020 winner
I am miles behind on F&F, are you doing the Bestiary / Eyes? 13A itself was pretty average for me but those two books are loving amazing.

Cease to Hope
Dec 12, 2011

xiw posted:

I am miles behind on F&F, are you doing the Bestiary / Eyes? 13A itself was pretty average for me but those two books are loving amazing.

I don't like the Bestiary enough to care very much about it and I did a capsule review of 13 True Ways. I don't own any other books. I might later cover them if I get the bug, but anyone who wants to do them in the meantime can have them without stepping on my toes.

Cease to Hope fucked around with this message at 05:03 on May 9, 2017

bewilderment
Nov 22, 2007
man what



Eyes of the Stone Thief is amazing and is a written megadungeon campaign that really works, unlike a bunch of OSR stuff (not to say that good OSR stuff doesn't exist, just that there's a bunch to sift through) that is full of so much "here's another deadly trap hohoho" and "here's a wacky thing that randomly happens".

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

Hey folks, we read a game! It was called Purgatory, and it is for MATURE GAMERS ONLY. So you know, be careful about that.

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib
I'm curious. Is it possible in RIFTS to fail to qualify for any OCC? Does it have any rules for what happens then?

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


All random rolling in character creation is disgusting and archaic and should be replaced by point buy.

e:I will die on this hill :colbert:

wiegieman fucked around with this message at 06:55 on May 9, 2017

gourdcaptain
Nov 16, 2012

JackMann posted:

I'm curious. Is it possible in RIFTS to fail to qualify for any OCC? Does it have any rules for what happens then?

Good news! The Vagabond OCC has no requirements and is willing to take all! :P

potatocubed
Jul 26, 2012

*rathian noises*
RIFTS Funnel: Everyone plays six vagabonds and anyone who survives gets to move to a new OCC.

Asimo
Sep 23, 2007


wiegieman posted:

All random rolling in character creation is disgusting and archaic and should be replaced by point buy.

e:I will die on this hill :colbert:
Gamma World 7e begs to differ. :colbert:

8one6
May 20, 2012

When in doubt, err on the side of Awesome!

Asimo posted:

Gamma World 7e begs to differ. :colbert:

Gamma World 7e was fantastic and they should have made more.

Dareon
Apr 6, 2009

by vyelkin

wiegieman posted:

All random rolling in character creation is disgusting and archaic and should be replaced by point buy.

e:I will die on this hill :colbert:

The random rolling Eclipse Phase added to let its point buy take under an hour begs to differ.

bewilderment
Nov 22, 2007
man what



wiegieman posted:

All random rolling in character creation is disgusting and archaic and should be replaced by point buy.

e:I will die on this hill :colbert:

The random rolls in Shadow of the Demon Lord are pretty cool if you use them since (other than if playing a Clockwork) they're all fluff stuff and you still assign stats with points.
Randomly roll to see what weird item I start with...
A baby! Possibly not mine!

Strange Matter
Oct 6, 2009

Ask me about Genocide

wiegieman posted:

All random rolling in character creation is disgusting and archaic and should be replaced by point buy.

e:I will die on this hill :colbert:
Random Rolling in Reign allows you to play as the King's Personal Cobbler who got kidnapped by barbarians, forced into participating in deadly chariot races before finally joining a mystic academy and training to become a mighty sorcerer.

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib
Random rolling isn't terrible if it's designed well, and in the right game. It works in Gamma World because the options are all fairly equal and it fits the gonzo nature of the game. I remember someone saying in... Reign, I think, everything was balanced so that any two rolled characters would be roughly as good as each other. It's terrible when it's "Roll high to not be complete poo poo."

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I've always held it works fine in WHFRP partly because the Basic Careers are packed with stat-boosting Talents in order to make sure you won't be totally poo poo at whatever you ended up rolling. Also, one of your primary methods of spending EXP is directly enhancing stats, so you're going to get much better at whatever it is your classes end up having you doing as time goes anyway.

That said, every single random character generation system has to be taken with a huge grain of 'Also reroll if you genuinely don't like what you get' salt.

I'm a little more fond of it than I would be otherwise just because my players happen to really enjoy it as a way to brainstorm ideas for their characters.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Random roll lifepath stuff can be really neat as a character story generator, at least. Best thing about Traveler, certainly.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
Random rolling in games is fine when it's a suggestion and not a rule. I'm very amenable to the whole "Why is there a fine painting in the orc's treasure horde? Idunno, why is it there?" thing that comes out of random rolling. We all tend to fall into familiar patterns without some randomness to suggest alternatives for the gently caress of it.

I don't mind random rolling for character creation in Kevin Crawford games too much since you can tweak it. I don't like his preference for strict 3d6-down-the-line though.

::rolls up Silent Legions PC::

::prostitute with STR 18::

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

The reason it works in Gamma World is you only random roll one thing that matters, but the results are universally hilarious. One you have your two classes you immediately get a free 18/16 in your two primary stats. Then you roll 3D6 for the others but who cares? Goddamnit but I love that game so much.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

theironjef posted:

The reason it works in Gamma World is you only random roll one thing that matters, but the results are universally hilarious. One you have your two classes you immediately get a free 18/16 in your two primary stats. Then you roll 3D6 for the others but who cares? Goddamnit but I love that game so much.

"You'll be good at the thing your class demands but everything else is random for flavor" is a good compromise.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

bewilderment posted:

The random rolls in Shadow of the Demon Lord are pretty cool if you use them since (other than if playing a Clockwork) they're all fluff stuff and you still assign stats with points.
Randomly roll to see what weird item I start with...
A baby! Possibly not mine!

Lone Wolf and Club.

Mors Rattus posted:

Random roll lifepath stuff can be really neat as a character story generator, at least. Best thing about Traveler, certainly.

Traveller and the old, old FASA Star Trek RPG were pretty solid for that, I remember, yeah. I've got the Central Casting 'Heroes For...' books that are basically third party lifepath systems, and they produce the single most hosed up backgrounds I have ever seen. Extensive, certainly, but narrative gibberish.

Kaza42
Oct 3, 2013

Blood and Souls and all that
I'm fond of (but would never actually play) the Lifepath system in Artesia. It tends to end up with you starting off with six siblings, all of whom are dead, along with your entire extended family except for a neice who reminds you of your dead family and drives you into depression whenever she's nearby

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Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

JackMann posted:

I'm curious. Is it possible in RIFTS to fail to qualify for any OCC? Does it have any rules for what happens then?

No, some of the corebook classes, particularly to be of the enhanced human classes like Juicer or Crazy, have no requirement. It's possible if you're playing with a specific class list it might happen, but by default you can't.

It also bears mentioning that if you're playing a Racial Character Class that excludes any Occupational Character Class choices, you don't have to gently caress around with minimums at all. So yes, if you want to qualify to be a Godling or Dragon Hatchling, that's automatic, unlike wanting to play a Gambler, Safecracker, or Saloon Gal. Of course, bear on mind the odds I have of playing a thing are based on human characters, if you're an Elf, Ogre, or Monkey Boy, the odds will skew appropriately with their stat changes.

Alien Rope Burn fucked around with this message at 19:24 on May 9, 2017

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