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		<title><![CDATA[Latest posts for the topic "Cost of Charasteristics"]]></title>
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				<title>Cost of Charasteristics</title>
				<description><![CDATA[ Have any of you experienced any problems with high costs of charasteristics? Some of the cost is extremely costly for different careers- is this a problem in your view?<br /> <br /> How have you changed it?]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 04:44:07]]> GMT</pubDate>
				<author><![CDATA[ LordofEndTimes]]></author>
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				<title>Cost of Charasteristics</title>
				<description><![CDATA[ [quote=LordofEndTimes]Have any of you experienced any problems with high costs of charasteristics? Some of the cost is extremely costly for different careers- is this a problem in your view?[/quote]<br /> Some of my players complained about it initially, but when I sat down and explained my view of it to them, they all agreed it made sense... essentially, buying +10 fellowship should be worth far more than buying +10 in Charm or Inquiry, because an increase to the ability score influences all the skills that're based on it, and a variety of other things besides (such as the number of people you can affect with some Fellowship-based skills, which is linked to your FB).<br /> <br /> But, at the same time, between circumstance modifiers, skills, talents, equipment, etc. a character can survive reasonably well with an ability score in the mid-30s, so increasing ability scores isn't essential... but it's a useful option to make your character broadly 'better' at something rather than better at only a few specific things.<br /> <br /> It comes down to personal choice... buying up your ability scores makes you broadly better, but its costly for all that utility, especially as higher scores often open up access to talents you couldn't buy before. Buying up skills and talents is cheaper, but doesn't provide as much impact overall.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 05:00:24]]> GMT</pubDate>
				<author><![CDATA[ N0-1_H3r3]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ Thats exactly the argument isnt it, a stat influences all the skills that run off it, the skill modifier affects just that skill<br /> <br /> The only thing I might consider is not counting stat advances for level progression - but thats more to make the skill progression slightly slower]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 05:09:26]]> GMT</pubDate>
				<author><![CDATA[ Code13]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Code13]Thats exactly the argument isnt it, a stat influences all the skills that run off it, the skill modifier affects just that skill<br /> <br /> The only thing I might consider is not counting stat advances for level progression - but thats more to make the skill progression slightly slower[/quote]<br /> <br /> That would grossly penalise anyone who bougt statistical advance though. Imagine if you wanted to increase something by +10 and spent 100 for the Simple Advance and then 250 for the next one that's almost 400 XP early on that's almost the diffrence between ranks, especially if done at creation. Its even more penalising if you consider how many people may buy sevral Simple Advances early on at 100 a piece to level out bad rolls or hedge bets as it were. Discounting background packages makes sense, as the player usally still comes out ahead for the trade, but discounting statistical advances would be far too prohibitive.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 06:12:26]]> GMT</pubDate>
				<author><![CDATA[ Cypher]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ I feel that characterisitic advances ae too expensive, and I've adjusted them as follows:<br /> <br /> New Costs (Guardsman examples)<br /> Fast Progression --- 100/200/300/400 (WS, BS, S)<br /> Average Progression --- 200/400/600/800 (T, Ag, Per)<br /> Slow Progression --- 300/600/900/1,200 (Int, WP, Fel)]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 06:41:12]]> GMT</pubDate>
				<author><![CDATA[ Hot Hands]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ Perhaps, my payoff though would be to put the advancements back up to 10 per rather than the 5 per they are at the moment (which really makes no sense to me since the best someone could hope to get in a stat is 60 now, why???)]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 06:43:45]]> GMT</pubDate>
				<author><![CDATA[ Code13]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ I think they did that to focus on Skills and Talents and combat options over stats. There are so many ridiculous means of easily getting bonuses to actions (read: combat) -- although I think this unfairly caters to combat over investagative play.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 06:56:30]]> GMT</pubDate>
				<author><![CDATA[ Cypher]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Cypher]I think they did that to focus on Skills and Talents and combat options over stats. There are so many ridiculous means of easily getting bonuses to actions (read: combat) -- although I think this unfairly caters to combat over investagative play.[/quote]<br /> <br /> Yeah I think it almost over favours combat monkeys over investigators - 84 million skills for stabbing and shooting people, only one for tech-use...but then there is the danger of too many skills for one person to be good at their job.<br /> <br /> Which is kinda why I like the idea (at least) of not counting stats for rank advancements, it means on average, people will have more skills (and better stats in some cases) that at the moment.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 07:10:32]]> GMT</pubDate>
				<author><![CDATA[ Code13]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ This xp cost do on the whole seem quite low, now granted we haven't got very far in our game, no xp has been given yet, but all this 100-200xp for some pretty serious talents seems pretty low considering you're supposed to get 200xp per session. Thoughts from someone with more experience (hah!) on the matter?<br /> <br /> Also: I'm using a different chargen and advancement system, don't want any xp cost I've made up to totally bork the game.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 07:55:56]]> GMT</pubDate>
				<author><![CDATA[ Agmar_Strick]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ Pesonally speaking I like to run at one decent length campaign before I start twraking things like this, just so there is a clearer indication of how character progress]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 08:00:40]]> GMT</pubDate>
				<author><![CDATA[ Code13]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ Well, that would be the sensible way of doing it. But I'm impatient.<br /> Also, I would have buckley's of selling my players such a linear advancement system. <br /> They'd be all like 'WTF is this? D&D?, back to Exlalted we go! tra la la!"]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 08:05:17]]> GMT</pubDate>
				<author><![CDATA[ Agmar_Strick]]></author>
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				<title>Cost of Charasteristics</title>
				<description><![CDATA[ [quote=LordofEndTimes]Have any of you experienced any problems with high costs of charasteristics? Some of the cost is extremely costly for different careers- is this a problem in your view?<br /> <br /> How have you changed it?[/quote]<br /> <br /> <br />  My two bits: First, to follow the thread discussion, keeping the stats (somewhat) low, forces players to look for advantages (i.e.: taking cover, manouvering to get a better shot, ganging up on an opponent) if you maximize your advantages, your 60% in WS is suddenly adjusted to 90% (max +30% right?). Not too shabby! Taken from a skills standpoint, if you have a max 60 stat, plus the additional skill buff, you arrive at 80%, plus or minus circumstance bonuses, could send it to nearly 100%. Understandably very few people have that precious maxed out stat, but the stat you favor the greatest is most likely "near" that mark. <br /> <br />  Next, I had to read the OP post twice to really see what was being asked. I might still be wrong, but I think the post has more to do with the differing costs by profession (I.E. Advancing Willpower is not as expensive for a Psyker as it is for, say, an Assassin), and this is to illustrate the focus of different professions. As an Arbitrator, it's important for me to have a fairly good Fellowship (gotta get that confession! And lead the Investigation/ Interrogation!), but Intelligence (sadly <img src="http://www.fantasyflightgames.com/ffgforums//images/smilies/69934afc394145350659cd7add244ca9.gif" />) can fall a bit by the wayside...<br /> <br />  What FFG/ BL is saying here is that you will not have the ubermensch character without sacrificing a LOT of XP.<br /> <br />  Or I could be way off in my reading/ comprehension skills  <img src="http://www.fantasyflightgames.com/ffgforums//images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" />]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 08:32:08]]> GMT</pubDate>
				<author><![CDATA[ Sigismund Cale]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ Dumbass players I cant help you with  <img src="http://www.fantasyflightgames.com/ffgforums//images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" /><br /> <br /> You could try a system I used in a game (Amber DRPG fwiw) where the players dont know how much anything costs, they just give me an advancement list and when they have paid it off with XP they get the skill or stat - usually with about 4 things on the list in order of preference, reflecting what the character is developing or trying to learn.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 08:35:20]]> GMT</pubDate>
				<author><![CDATA[ Code13]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Code13](which really makes no sense to me since the best someone could hope to get in a stat is 60 now, why???)[/quote]<br /> Two reasons spring to mind:<br /> <br /> The first is to keep positive modifiers still relevant at higher 'levels' - if you've got a 90% base chance of success, then bonuses... and thus acts and choices that confer bonuses... become less useful. A character with Ag 90 doesn't need Dodge +20, because by the time he's got Dodge +10, he's already automatically avoiding 1 attack a turn. Further, it means there's always some chance of failure on the standard test (which is a challenging action... the most routine tasks succeed automatically anyway).<br /> <br /> The second is a matter of scaling... there are things out there that're stronger, tougher, smarter, quicker, etc than humans... the higher you raise the upper limit for a human being, the higher the lower limit for 'inhuman' becomes.<br /> <br /> [quote]Yeah I think it almost over favours combat monkeys over investigators - 84 million skills for stabbing and shooting people, only one for tech-use...but then there is the danger of too many skills for one person to be good at their job.[/quote]<br /> Skills? Sure, there's only one tech-use skill (although several other skills relate to it), but there aren't actually any combat-only [i]skills[/i] except Dodge. As it stands, there are plenty of skills useful to investigators and more socially-inclined characters.<br /> <br /> Talents are another matter - the majority do focus on combat (although those that don't tend to be broader in effect - Talented can be applied to any skill in the game, while Peer and Good Reputation grant flat bonuses to Fel tests against the chosen group... quite a potent effect). But then... combat is one of those sections that requires mechanics, while a lot of the detail in investigative and interaction situations can be (and should be) roleplayed, with skill tests, etc, used to support it.<br /> <br /> I don't think the system favours combat characters... certainly, while they have lots of access to relevant talents, all the best ones require (sometimes extensive) characteristic advances (the most powerful combat talents require WS, BS, Str or Ag of 40, 45 or 50), and there's no way for a character to get flat bonuses on his attack rolls beyond the circumstantial bonuses in combat, which aren't always guaranteed... while a character who focusses on investigation doesn't necessarily need to increase his Fel or Int scores, as skill mastery and a couple of choice talents can make him really quite good at his chosen tasks... the characteristic increases are extra.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 09:07:30]]> GMT</pubDate>
				<author><![CDATA[ N0-1_H3r3]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ My players haven't complained at all about the high cost of Characteristics.<br /> <br /> I don't think the system favors combat at all, in fact it seems to cost more experience to be a gunslinger than it does to be tech savvy.  With combat there's a ton of talents and skills you might need, combined with the high cost of stats (which I personally think works fine).  The cost of being a combat monster becomes quite high.<br /> <br /> The tech type skills definitely seem to have a less is more feel where after a few skill purchases the character is able to function in a wide variety of situations.  The combat monster's purchases only really serve him well in one situation (killing stuff).<br /> <br /> While the rules do seem to have more to say about fighting than mental or social activities, isn't it combat that frequently stirs up the most arguments in a group if anything does?  So it's always a good idea to have rules that are fairly thorough when it comes to combat, and fairly open and flexible for other things that don't provoke such possibly heated discussions.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 09:22:54]]> GMT</pubDate>
				<author><![CDATA[ Mark It Zero]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote]The second is a matter of scaling... there are things out there that're stronger, tougher, smarter, quicker, etc than humans... the higher you raise the upper limit for a human being, the higher the lower limit for 'inhuman' becomes. [/quote]<br /> <br /> This is exactly what I was thinking. No matter how far you advance your rank, you are still just a human. Not an Astartes, or an Ork, or an Eldar. You have reached maximum human potential.<br /> <br /> Plus, if you had a cap of 100, how boring is it to hit all the time, miss all the time, etc.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 09:33:43]]> GMT</pubDate>
				<author><![CDATA[ Smokes]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Code13]Thats exactly the argument isnt it, a stat influences all the skills that run off it, the skill modifier affects just that skill<br /> <br /> The only thing I might consider is not counting stat advances for level progression - but thats more to make the skill progression slightly slower[/quote]<br /> <br /> These are my house rules which we have been using for a while<br /> <br /> [url]http://www.fantasyflightgames.com/ffgforums/posts/list/5050.page#101176[/url]<br /> <br /> As you can see one of them is to not include stat XP in rank increases. The result has been exactly what we wanted rather than the problems people thought of it when it was mentioned (Cypher alluded to this in his post). While this may not work for everyone it works fine for our group, our Psyker is happy filling out his stats (I think he is avoiding going up levels because he is scared of the power he will gain) and has proven to have a very good general base. The Arbiter is following the middle ground and mixing stats and skills and is doing fine and the Moriat Assassin is going for every skill he can get. Yes the Moriat is higher rank but it has not had any effect on the game but I may point out that we do not really compare abilities we just play our characters.<br /> <br /> It has meant that players are putting stats up they simply would not have done before allowing quirky choices. It means that most characters are increasing ranks slower and rank increase does not feel rushed, it means nearly all characters are competent in the skills at their rank rather than a whole rank going on a couple of stat increases.<br /> <br /> Yes we have a powerful Assassin but he was going to be powerful anyway, yes the system could be abused but we have found it has worked a treat. And the person most happy with the whole system change is the Psyker who is filling out his stats.<br /> <br /> Without this we would all be the same rank, the Assassin would have the same skills, the Psyker would be dead (toughness would not have been increased twice and wounds bought) and the arbiter would be far less rounded in skills.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 10:21:30]]> GMT</pubDate>
				<author><![CDATA[ Magecraft]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ I had no problems at all with the cost of characteristic advancements for my Sister of Battle.<br /> With my assassin, however, it's a lot different. Whilst I think the cost for Strength is reasonable (even though this stat is important for melee, assassins should rely more on swiftness than brute strength), the cost of Fellowship just seems excessively high to me.<br /> <br /> Initially I wanted to go the Assassin-at-Marque path and develop the character into some sort of infiltrator/manipulator, with assassination of the target as the final step after gaining it's trust.<br /> However, just how am I supposed to buy enough Fellowship when the very first advance already costs 500XP?<br /> Additionally, I am missing "Charm+20". Granted, I get "Talented (Charm)", but actually what's the point in having this? That's just like "Charm+20" with a different name.<br /> <br /> Considering that the assassin is supposed to have a "social/infiltrator" path as alternative to the "killing machine" one, the necessary abilities to actually go this way are much too hard to acquire, imho.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 11:33:59]]> GMT</pubDate>
				<author><![CDATA[ Lynata]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ My group uses a 100xp/hr set with generally little to no combat experience.  Seems to work out pretty well, as you can kinna gauge where/when you'll be looking at various improvements, level caps, etc.<br /> <br /> 200/session?  I'd prolly have to slit my wrists at that rate. <img src="http://www.fantasyflightgames.com/ffgforums//images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" />]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 13:09:34]]> GMT</pubDate>
				<author><![CDATA[ Prini]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote]Whilst I think the cost for Strength is reasonable (even though this stat is important for melee, assassins should rely more on swiftness than brute strength), the cost of Fellowship just seems excessively high to me. [/quote]<br /> Why should assassins rely more on swiftness than brute force?  It's a preference you and many others may have, but not every character should be built the same way.  It might be better if the player selected which characteristics progressed at which rates, showing the chosen development [i]for that character[/i] rather than just a 'class-like' lump set.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 13:50:18]]> GMT</pubDate>
				<author><![CDATA[ Hot Hands]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ Actually, that's a rather nice idea. Although it does open up a window for munchkinism.<br /> How about the idea of a compromise? 2-3 different sets of advancement costs, each one balanced, but different from one another.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 14:47:44]]> GMT</pubDate>
				<author><![CDATA[ Lynata]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Hot Hands]Why should assassins rely more on swiftness than brute force?  It's a preference you and many others may have, but not every character should be built the same way.  It might be better if the player selected which characteristics progressed at which rates, showing the chosen development [i]for that character[/i] rather than just a 'class-like' lump set.[/quote]<br /> <br /> I've actually been toying with this very idea, though not a [i]completely[/i] open customization of stat advancement rates.  I'm thinking set one "defining" stat each for [b]Fast[/b], [b]Medium[/b], and [b]Slow[/b] progression, and then allow customization from there.  The only problem then is twinks and munchkins abusing that system.  If I bother to develop the idea further, I'll post if it proves to have some merit in testing.  Not likely to though, I hate modifying core rules in games most of the time.<br /> <br /> -=Brother Praetus=-<br /> [i]"No, bring your blade up to parry, then across.  Try again.  No, that's totally wrong!  Ten lashes for getting blood on my uniform.  Medic!"[/i]]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 20:07:50]]> GMT</pubDate>
				<author><![CDATA[ Brother Praetus]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote]If I bother to develop the idea further, I'll post if it proves to have some merit in testing.[/quote]<br /> I posted something similar a month or two ago, but it dropped off of the pages fast.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 20:11:50]]> GMT</pubDate>
				<author><![CDATA[ Hot Hands]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Lynata]<br /> Additionally, I am missing "Charm+20". Granted, I get "Talented (Charm)", but actually what's the point in having this? That's just like "Charm+20" with a different name.<br /> [/quote]<br /> <br /> I have been scratching my head over this very issue.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2008 07:25:44]]> GMT</pubDate>
				<author><![CDATA[ bogi_khaosa]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ Yes, same thing for the Adept investing into Medicae... Master Chirurgion but no Medicae +20, in fact, only Psykers seem to get that.<br /> <br /> To the main topic, I've been using the house rule of allowing players to switch around the stat progression rate based on their concept, as long as it's justified. For example, I want to play a smooth assassin, so I switch Weapon Skill with Fellowship.<br /> <br /> I don't see much of an issue with muchkins, as the careers already have their stats optimised to what they do, and this opens more venues of character specialization.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2008 08:11:26]]> GMT</pubDate>
				<author><![CDATA[ Zearoth Kilrathle]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Zearoth Kilrathle]Yes, same thing for the Adept investing into Medicae... Master Chirurgion but no Medicae +20, in fact, only Psykers seem to get that.[/quote]<br /> <br /> On that same note, Tech Priests don't get Common Lore Tech +20 or Talented, Go fig.  I guess that's what Elite Advances are for.]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2008 08:24:46]]> GMT</pubDate>
				<author><![CDATA[ Priad]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Priad][quote=Zearoth Kilrathle]Yes, same thing for the Adept investing into Medicae... Master Chirurgion but no Medicae +20, in fact, only Psykers seem to get that.[/quote]<br /> <br /> On that same note, Tech Priests don't get Common Lore Tech +20 or Talented, Go fig.  I guess that's what Elite Advances are for.[/quote]<br /> <br /> Might as well add that guardsman don't get Arms Master..nor any shooting (like dead eye shot, or that one that adds +2 damage to ranged attack<br /> <br /> Granted, deadeye shot and such are available for the sniper line, but..that's a bit too late for any good sue (since the assasin and metalican gunslinger got it rom the frist 1-4 ranks)<br /> <br /> But no Arms master for the combat specialist?..Odd..but dept gets it..go figure..'guess reading is good after all huh?<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2008 09:56:40]]> GMT</pubDate>
				<author><![CDATA[ Braddoc]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Braddoc][quote=Priad][quote=Zearoth Kilrathle]Yes, same thing for the Adept investing into Medicae... Master Chirurgion but no Medicae +20, in fact, only Psykers seem to get that.[/quote]<br /> <br /> On that same note, Tech Priests don't get Common Lore Tech +20 or Talented, Go fig.  I guess that's what Elite Advances are for.[/quote]<br /> <br /> Might as well add that guardsman don't get Arms Master..nor any shooting (like dead eye shot, or that one that adds +2 damage to ranged attack<br /> <br /> Granted, deadeye shot and such are available for the sniper line, but..that's a bit too late for any good sue (since the assasin and metalican gunslinger got it rom the frist 1-4 ranks)<br /> <br /> But no Arms master for the combat specialist?..Odd..but dept gets it..go figure..'guess reading is good after all huh?<br /> [/quote]<br /> <br />  I believe this is because the Guardsman must have exposure to a wide range of weapons (ranged and melee), whereas the Assassin should be specialized in that they deal with one (or two) weapons and use them to their highest possible effect.<br />  <br />  To put it in real world perspective, as an ex-infantry (AIRBORNE!!) soldier, I was skilled in the use of handguns, semi-auto rifles, fully auto machine guns, some anti-tank rocket-propelled grenades, TOW systems, some exposure to indirect-fire artillery (mortars), anti-personnel devices (claymore mines) and hand-to-hand combat. I trained in their use and was proficient in them, but I can't call myself a sniper as I never had the months of training under the belt. I was trained to act as part of a team (squad) and to be able to effectively put down suppressive fire to allow my team mates to move into a position as safely as possible to eliminate the threat. <br /> <br />  Assassins (and snipers) are trained to use their one weapon to effectively insert themselves behind enemy lines, eliminate one target and effectively remove themselves from enemy-held territory. <br /> <br />  What I'm trying to say would be: "Know your Role". <br /> <br /> And I have no idea why Adepts don't get Medicae +20, although I would allow it as an elite advance if my adept in the party wanted to pick it up....<br />  ]]></description>
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				<pubDate><![CDATA[Fri, 4 Jul 2008 11:41:41]]> GMT</pubDate>
				<author><![CDATA[ Sigismund Cale]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ Know your role?  Sounds like dirty D&D 4E crap to me.  Nothing I have seen suggests that Assassins are expected to be a one-weapon specialist.  From their possible advances, it seems that they are trained to use a variety of weapons.]]></description>
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				<pubDate><![CDATA[Fri, 4 Jul 2008 14:38:27]]> GMT</pubDate>
				<author><![CDATA[ Hot Hands]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Hot Hands]Know your role?  Sounds like dirty D&D 4E crap to me.  Nothing I have seen suggests that Assassins are expected to be a one-weapon specialist.  From their possible advances, it seems that they are trained to use a variety of weapons.[/quote]<br /> <br /> <br />  Do what you want with your game dude. I can at least provide some real-life corollaries as to why Assassins are a certain way. And I don't have to resort to juvenile game-bashing to do so either. Grats.]]></description>
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				<pubDate><![CDATA[Sun, 6 Jul 2008 02:07:33]]> GMT</pubDate>
				<author><![CDATA[ Sigismund Cale]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Braddoc]<br /> Might as well add that guardsman don't get Arms Master..nor any shooting (like dead eye shot, or that one that adds +2 damage to ranged attack<br /> <br /> Granted, deadeye shot and such are available for the sniper line, but..that's a bit too late for any good sue (since the assasin and metalican gunslinger got it rom the frist 1-4 ranks)<br /> <br /> But no Arms master for the combat specialist?..Odd..but dept gets it..go figure..'guess reading is good after all huh?<br /> [/quote]<br /> <br /> Psykers can get Dead Eye Shot, Crack Shot, Hip Shooter, Dual Weapon Wielder - Balistic, Melee at rank 5, so if guardsman don't get comprable talents at such a rank I agree that's more than a little off kilter. 'Know Your Roll' ... [i]O.K your a psyker, you utilise the imaterium to bend the laws of reality and warp the tenious rules which govern the universe. Oh yeah, your also kinda like a junior gunslinger.[/i]]]></description>
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				<pubDate><![CDATA[Sun, 6 Jul 2008 05:17:26]]> GMT</pubDate>
				<author><![CDATA[ Cypher]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote] Do what you want with your game dude. I can at least provide some real-life corollaries as to why Assassins are a certain way. [/quote]<br /> But you didn't.  How many assassins do you know IRL?  Doubtful that the answer is even one.<br /> [quote]And I don't have to resort to juvenile game-bashing to do so either. Grats.[/quote]<br /> I'm not trying to be offensive to anyone, but I strongly dislike the idea that a character has to fit a cookie-cutter role based on a title, class, career path, etc.  I'd also suggest you stop taking offense so easily - if I want you to be offended, I'll make sure it's direct and personal because I'm not a very subtle guy.]]></description>
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				<pubDate><![CDATA[Sun, 6 Jul 2008 09:46:35]]> GMT</pubDate>
				<author><![CDATA[ Hot Hands]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Hot Hands][quote] Do what you want with your game dude. I can at least provide some real-life corollaries as to why Assassins are a certain way. [/quote]<br /> But you didn't.  How many assassins do you know IRL?  Doubtful that the answer is even one.[/quote]<br /> <br />  In this you'd be right, I know of no Assassins. But I know what they're supposed to do. The point I was trying to get across (that you either disregarded or completely missed) was that at earlier ranks Guardsmen are supposed to have broad exposure to a multitude of weapon systems, but expertise in none (yet), Whereas the Assassin is supposed to be the one who is nigh unstoppable with one (possibly two) weapon (types). Hence the ability to pick up talents that relect their expertise.<br /> <br /> [quote=Hot Hands][quote]And I don't have to resort to juvenile game-bashing to do so either. Grats.[/quote]<br /> I'm not trying to be offensive to anyone, but I strongly dislike the idea that a character has to fit a cookie-cutter role based on a title, class, career path, etc.  I'd also suggest you stop taking offense so easily - if I want you to be offended, I'll make sure it's direct and personal because I'm not a very subtle guy.[/quote]<br /> <br /> Actually, what I gave you (and you missed...again) was a big fat "Meh". I've dealt with bigger, better e-thugs than you, and your petty "threat" of "direct and personal" is laughable at best. Like I said, you play your way....]]></description>
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				<pubDate><![CDATA[Mon, 7 Jul 2008 09:18:51]]> GMT</pubDate>
				<author><![CDATA[ Sigismund Cale]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Braddoc]Might as well add that guardsman don't get Arms Master[/quote]<br /> A Guardsman doesn't [i]need[/i] Arms Master... they've got access to pretty much every weapons proficiency in the game anyway.]]></description>
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				<pubDate><![CDATA[Mon, 7 Jul 2008 12:11:26]]> GMT</pubDate>
				<author><![CDATA[ N0-1_H3r3]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote]In this you'd be right, I know of no Assassins.[/quote] <br /> No surprise.  I wasn't trying to be a jerk, just trying to point out that none of us really know good RL examples of 40K personas.<br /> <br /> [quote]But I know what they're supposed to do. [/quote]<br /> You [i]think[/i] you do, but that doesn't necessarily mean that you do.  Moreover, your perceptions of an assassin's 'role' may be accurate to a single source of inspiration, but not to all ('realistic' vs. cinematic is one divide, and there are subdivisions even after that).  There are many ways of killing, and few assassins should limit themselves to just one or two.<br /> <br /> [quote]The point I was trying to get across (that you either disregarded or completely missed) was that at earlier ranks Guardsmen are supposed to have broad exposure to a multitude of weapon systems, but expertise in none (yet), Whereas the Assassin is supposed to be the one who is nigh unstoppable with one (possibly two) weapon (types). Hence the ability to pick up talents that relect their expertise. [/quote]<br /> And my point is that your point doesn't really fit the Career Paths very well.  Assassins get many of the same weapon trainings as Guardsman at close to the same ranks and costs.  For example, a Guardsman gets Heavy Weapons Training (SP) at the second rank while an Assassin gets it at the 3rd rank. In some odd cases, they keep up just fine - both get Heavy Weapon Training (Launcher) in the 5th rank even though the Assassin pays a bit more for it (200 XP rather than 100 XP).  For some of the more common 'upgrade' weapons - such as Basic Weapon Training (Bolt), Melee Weapon Training (Chain), and Pistol Training (Bolt) - are all available at the same rank at the same cost.  With the advancements set out as they are, there is no reason that an Assassin could not be every bit as versatile in weapon selection as a Guardsman.  With the 'could' spelled out by the rules, the 'should' - the "supposed to" that you noted - is left to the player to decide how to advance the character.<br /> <br /> [quote]Actually, what I gave you (and you missed...again) was a big fat "Meh". I've dealt with bigger, better e-thugs than you, and your petty "threat" of "direct and personal" is laughable at best. Like I said, you play your way.... [/quote]<br /> We can probably drop this part unless you're trying to deliberately provoke me.  I don't really bother with petty text-fighting, and anyone that's interacted with me online can give you a tip that I'm hardly an 'e-thug' and am generally pretty easy going and considerate.  I really wasn't threatening you in any way - I'm just pointing out that you really don't need to ask yourself if I'm trying to be offensive or not.  I'm not.  If for some reason I decide to change my approach, it will be obvious.  If something I've already said has offended you, I apologize.]]></description>
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				<pubDate><![CDATA[Mon, 7 Jul 2008 16:01:51]]> GMT</pubDate>
				<author><![CDATA[ Hot Hands]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ [quote=Hot Hands]And my point is that your point doesn't really fit the Career Paths very well.  Assassins get many of the same weapon trainings as Guardsman at close to the same ranks and costs.  For example, a Guardsman gets Heavy Weapons Training (SP) at the second rank while an Assassin gets it at the 3rd rank. In some odd cases, they keep up just fine - both get Heavy Weapon Training (Launcher) in the 5th rank even though the Assassin pays a bit more for it (200 XP rather than 100 XP).  For some of the more common 'upgrade' weapons - such as Basic Weapon Training (Bolt), Melee Weapon Training (Chain), and Pistol Training (Bolt) - are all available at the same rank at the same cost.  With the advancements set out as they are, there is no reason that an Assassin could not be every bit as versatile in weapon selection as a Guardsman.  With the 'could' spelled out by the rules, the 'should' - the "supposed to" that you noted - is left to the player to decide how to advance the character.[/quote]<br /> <br />  I'm sure you'll agree this is the only part worth responding to. While I agree for the most part that advancements are alike in some ways, it is the differences that define the character. Assassins have access to better combat skills (besides weapon proficiencies), as has been noted earlier, well before the guardsman.  Tactically speaking, I'd rather have my guardsmen laying down a heavy layer of suppressive fire while my Assassins maneuver forward and wipe up the immobilized targets. Heck, there's even a Calixian Career choice that highlights what I've been saying all along (Moritat Reaper). That isn't to say that Assassins are pidgeon-holed into being solely a melee combatant (they can still go for ranged). The point is that they can be very strong in ranged at the expense of melee superiority; or vice-versa. Since they will never be able to select ALL the skills and talents (no career allows for this), they have to pick and choose to excel at some and be average at the rest; or be average at all and excel at very little.]]></description>
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				<pubDate><![CDATA[Mon, 7 Jul 2008 19:17:28]]> GMT</pubDate>
				<author><![CDATA[ Sigismund Cale]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ First of all, I don't mind the price of stat increases, as has been mentioned numerous times the focus isn't on uber stats, it's on uber bonuses. And this for me applies out of combat too. If a player can provide a worthy argument to an NPC, then I will geive a bonus to the Fel check to reflect that. Specifying a focal point/object for searching based on a hunch rather than just 'searching the room' will give a Per bonus...<br /> <br /> As for the comparative costs for different stats according to class, I ran into an interesting situation during character creation last night. One of my players wanted to go as a cleric, and a particularly fiery one at that. For anyone who knows the tabletop game, they are often depicted running around wielding eviscerators or great hammers screaming blasphemies to the enemy. So why is it easier to increase BS than WS? f a character is going to be swinging his stick at the enemy rather than pointing his gun, shouldn't he get better at chopping them easier?<br /> As a result, we amended the advancement table for his character, making the WS initial upgrade 100, with the BS initial upgrade at 250. Simple!]]></description>
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				<pubDate><![CDATA[Mon, 7 Jul 2008 22:50:50]]> GMT</pubDate>
				<author><![CDATA[ damnitsham]]></author>
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				<title>Re:Cost of Charasteristics</title>
				<description><![CDATA[ Lordoftheendtimes, are you sure you aren't thinking too much in WFRP terms about character advancement?  I used to do that too, thinking that more than 100 xp per advance was an overprice, until I realized that you're actually supposed to get twice as much xp in DH as in WFRP.<br /> <br /> Relative to WFRP, the 100 xp advances are actually waaaaay underpriced, the 250 xp ones just slightly overpriced, and only the 500+ xp ones really overpriced.<br /> <br /> I like it. It doesn't force anyone to buy anything they just don't think fits their character concept. It allows for deviation from the norm, at a price.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jul 2008 04:56:27]]> GMT</pubDate>
				<author><![CDATA[ Konrad von Richtmark]]></author>
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