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Post by cardinal on Jul 6, 2013 20:31:37 GMT
Hi Folks,
Just throwing a question out there to see what the general consensus is!
Normally when trying to create a new Time Lord I have assumed that the couple of bad traits (Eccentric, code of conduct)didn't gain you any character points back because being a Time Lord is pretty frickin' awesome BUT...Having seen the example Time Lords in the new Time Travellers Companion Sourcebook they all seem like they have MASSES of attributes, skills and traits so I am beginning to wonder if you are supposed to give credit for the mandatory bad traits...otherwise how did these guys get to be as/more powerful than The Doctor???
In particular two individual time lords pretty much played as 'mischevious but not super powerful' (Drax and The Meddling Monk) seem awfully overpowered! Even a crusty old Time Lord Cardinal or Castellan have stats that would seem to enable them to kick a Dalek invasion force off Gallifrey single handed! (slight exaggeration but you get the idea ;-) )
Opinions would be much appreciated :-)
Cheers The Cardinal
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Post by Stormcrow on Jul 7, 2013 1:15:55 GMT
When it says you have to take bad traits it means you have to take them and get points for them. The idea is that a Time Lord is never a bland individual.
When it says you automatically get a trait, it means you get it without paying separately for it.
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Post by ubermutant on Jul 7, 2013 5:53:39 GMT
Personally I thought it was because those examples in the book are meant to be vastly experience time lords with plenty of action and adventure under their belts. Compare the Meddling Monk to the "generic" time lord profile who has low stats, low skills and only a couple of traits and there you go.
One of my players managed to make a very sneaky CIA operative who has deep layers of mystery and some pretty neat traits, all within the system. I managed to create a Megacity 1 Judge using the basic character creation system. There are lots of options, especially once you start bringing in the rules for the colleges. It's going to leave you short on storypoints but some very powerful builds are available off the line.
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Post by Curufea on Jul 9, 2013 3:46:51 GMT
Balance is for players. If you're a GM only the story and player enjoyment matters.
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Post by Marnal on Jul 9, 2013 6:33:19 GMT
Amen!
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Post by Pertwee on Jul 16, 2013 14:23:40 GMT
When I created the Time Lords in the TTC, I did not follow the character generation rules. I gave them whatever seemed appropriate for the character or archetype presented. No points were involved. In fact, I think the Generic Time Lord is actually worth less than a starting character.
If players run into the Master Reborn, they better watch their step and play up his weaknesses, because balance is a mythical Holy Grail that only the accountants at WotC bother with. How much is a Story Point worth? How much is high Ingenuity worth versus high Strength or Presence? That is all meaningless nonsense in a universe where Daleks can kill you with a single shot and teenage earthlings rub shoulders with Time Lords and Eternals. You use your brains, not just the mechanics on your character sheet, to succeed.
Don't get me wrong, when I did the revamp of the core box and wrote the TTC, I made sure the rules worked as best they can, but balance? No such thing unless you count the rules reflecting the balance of the Doctor Who universe, where talking is more effective than fighting, where sonic screwdrivers can do almost anything (except wood, they don't do wood), and where even if you are killed, plot immunity in the form of Story Points can bring you back from the brink. These rules reflect the reality of a TV show, not the reality of 'everything is fair and even.'
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Post by Curufea on Jul 17, 2013 3:01:34 GMT
I'd only expect balance if the game didn't allow players to run away
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