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Post by CountClockwise on Jan 14, 2017 15:51:29 GMT
I've been doing work on composing my house rules for this game when I decided that Alien was an absolutely useless trait. I know it's meant to be a gateway trait but there are humans who have access to things like Psychic or Immortal without taking the trait and in character creation Alien is 2 points that go straight down the toilet. I much prefer how Rocket Age handles this by only having the alien appearance trait which seems to sort out the problem for me. Am I the only one who feels this way or am I being irrational. I have similar feelings about the Robot and Cyborg traits but at least Robot has some benefits by itself (like not needing to breathe)
Everyone's been talking about the problems with the trait Run for your life! and so I'll just use one of the community versions of the trait.
The only last things I'm unsure about in my homebrew are the Time Traveller and the Various Love traits. With the time traveller trait you can get all the tech levels but pay a fortune in character points for frankly little benefit. Is there any way I could balance it where you can easily get all tech levels, for example as a minor trait having a few tech levels but major having all? Maybe being familiar with a couple of Tech levels free of charge with GM approval.
Lastly back to the love traits. They are a complete mess. They're either ridiculously underpowered or overpowered and I don't know of how to unify them and I was wondering about the community's thoughts.
There are other traits that bug me but I can easily remove and ignore them (like the astronomically bad bad trait No Symbiotic Nuclei) but these were the ones where I needed help. I'm fairly new to system modding but I've reached the stage in my GM career where I feel the need to tweek every system I play.
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Post by Corone on Jan 14, 2017 16:07:53 GMT
I'd offer that the Alien trait allows you to add a lot more background as well. So you can create your homeworld, style, appearance and all manner of other stuff. There might also be a bonus is being familiar with the universe at large, so you are not as confused by it as humans leaving Earth for the first time.
All tech levels as a minor trait sounds pretty overpowered to me. Instead, I'd suggest just doing away with tech levels and having one trait that says 'I can do advanced tech'. (which might be less powerful if tech levels aren't much of a thing anymore)
The Love traits are varied, but they are meant to represent different types of relationship (of which there are many). The powerful ones usually apply to only one person, which is the balancing factor.
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Post by senko on Jan 14, 2017 19:34:23 GMT
They said some for a minor and all for a major.
Myself I prefer to houserule you take the lowest penalty e.g. if you have technology level 4 for your home level and picked up 9 through your travels technology level 8 is only -1 not -8. The reason being it's one level below technology your familiar with and you take that penalty not counting up from your home level of 4.
If you want to take your approach I'd say maybe minor gets your two other levels, major 4 and a special trait gets you all of them. Remember a GM can always grant you the trait if they feel you have spent enough time around it.
EDIT Another option is to leave off the special and tie it in a bit more to technical levels. So for a minor trait you can select 4 technology levels below your home one and for a major you can select 2 above it. Since its easier to learn how to use earlier technology your race already developed beyond. GM may give approval for extras to be used for the other end e.g. if there's only 3 below your level and you select the minor trait the 4th one with GM approval may be the next highest level above your own you don't have. Obviously if there's no technology levels below your own you can't take the minor trait.
Or split the difference 3 levels per choice minor for levels below your home and major for ones above it.
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