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The major stumbling block is the cyclomatic complexity of character
creation. The wealth of interconnecting options, in itself, is
discouraging to a normal person.
I'm running a long Kerberos campaign (started in 1798, it's now 1822),
where three players out of five (all newbies) have opted not to
possess substantial superhuman powers. That's great for the setting,
and a valid exercise of player freedom. Being forced to make a choice
in a context one does not understand would be boring. Just inventing
their own Skills was taxing enough for some of these people. A sixth
gave up.
I get the feeling Wild Talents was built on the microeconomic view of
people as rational optimizers. In reality, Herbert Simon's theory of
bounded rationality is closer to the mark. You stumble when you get
the feeling there is too much to take in, the impression that building
something you should be proud of would take work, and you would risk
embarrassment by trying. If you make a choice in that mindset, you
will always be disappointed.
http://www.ted.com/talks/barry_schwartz_on_the_paradox_of_choice.html
The solution, in writing a primer, would probably be to use a prefab
archetype, introduce a _short_ list of Extras and Flaws as if there
were no more, build a _complex_ character with them (graphics showing
connections), and then reveal there are more building blocks. Keep it
brief. Show unnecessary technical definitions in pop-ups.
You can't change the problem, because it is the total complexity of
the product of you're selling, and that is also a selling point, once
they're past the hurdles. Just know your audience: Novices, non-GMs,
more or less ordinary people who do not spontaneously plow through RPG
hardbacks for entertainment, but may one day master and love what
bores or frightens them now, because it is new and requires more
choice than race/class/alignment.
Viktor
To what degree does logic trump powers? For example, let’s say that a
talent has 10HD in invisibility with the defends and useful qualities.
He’s visible and gets into a very small elevator, and turns invisible
as the doors slowly close. An enemy talent with flame powers sees Mr.
10HD go into the elevator and fade out. Fire Guy shoots a 5hd blast of
fire into the elevator just before the doors close. If the defends
quality of invisibility is based on being hard to see, do the narrow
quarters basically nullify the invisibility’s defense? You don’t
really have to see the target to hit them if you know where they are,
right? But from a rules standpoint, it should be impossible to hit the
invisible character. What happens in situations like this, where the
mechanics say one thing and reason another? What if someone stuck an
automatic shotgun between the doors as they closed and pulled the
trigger a few times? What if fire guy's attack had the engulfs extra?
Do defenses accumulate, or do the best take precedent? FREX, a PC has
3HD in defends related to flight and another 5d based on permanent,
always on precognition. What is their total defense if they are
flying? Clearly, invulnerability allows both heavy armor and light
armor to work during the same turn, so what about other sorts of
defenses?
In the rulebook, invulnerability that acts against all sources, like
other variable effects, is not bought with any capacity. In
Progenitor, sometimes it is bought with self only and sometimes it
isn’t. It seems very cheap for such a comprehensive power to get a -3
self only discount.
How do you gain base will through character advancement? How much does
it cost? Do you need to spend a point of base will when you buy it?
I’d like to see examples of how to apply Alternate Form or other
“shift dice around“ or “alter your powers” shapeshifting powers.
Could one buy the defends quality and specify that its dice are
constant, but that the defends quality’s flavor shifts based on the
power you use? FREX, a PC has invisibility, flight, and telekinesis.
Can they just buy 5hd in defense with If/Then (only if one or more of
these powers is active) and simply say that that is how the defense is
working? This, as opposed to buying defends three separate times?
I have harm with the duration extra. Let’s say that it involves firing
matter eating nanobots. An attacks power with duration (or endless or
permanent) automatically launches the same attack every turn as long
as the scene goes on. I attack and hit bad guy 1 on turn 1, 2 on turn
2, and 3 on turn 3. Does this attack continue against all of them
automatically, or is my attack slot committed and exclusive, only
repeating against one target during that encounter?
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Thats what i mean it's confusing.
from the power capacities section you get.
The Power Capacities are Mass, Range, Speed, Touch, and Self.
A power with the Touch capacity affects things apart from your own body, but only if you can touch them.
And from the Flaws section under Touch only
You cannot take this Flaw on a Power Quality that already is limited to the "touch" or "self" Power Capacities
Yet on the healing miracle example you have
Capacities: Touch. Extras and flaws: Touch only -2.
And thats not the only one there is Insubstantiality too.
and there is a lot of, Capacity Self with Self Only flaw, Custom hit locations, Extra tough, Immunity, Invisibility, Multiple actions, regeneration, and more.
It might be that these flaws are used to make the power cost what they think its worth rather than for the flaw itself, that makes sense but it's not said, hense the confusion.
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I'm not sure why, but the flexible nature of the rules is what's given me the problem. Players are either a little scared, or intimidated to dive in. This has been the case in Reign, Godlike and Wild Talents...so the rules strength is its biggest hurdle.
I generally have a player who grasps it and can get all up to speed, but the first session or two is a slog.
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