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Since: May 25, 2004 Posts: 3
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(Msg. 16) Posted: Tue May 25, 2004 7:09 am
Post subject: Re: Real life stats [Login to view extended thread Info.] Archived from groups: rec>games>frp>dnd, others (more info?)
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> 1) I know that BTRC's Timelords exists. However, I don't know too
> much about it. I don't want to buy it and find that the stats it
> gives after doing excersices and whatnot don't seem accurate. If
> anyone has any thoughts about this system, it might help
>
Well, there are three different versions, which have two different character
generation methods. The 1st end 2nd edition are what was described in an
earlier post, and this is for a 1d20 system (now out of print). The current
edition is for the open-supplement EABA system and the CORPS system. EABA is
a multiple d6 system, while CORPS is a highly compressed 1d10 system. Both
use a modified version of the old character generation rules, tweaked for
the new rule systems. I think EABA TimeLords would give you the best degree
of variation between characters. CORPS TimeLords would give you more
GURPS-like results, with a lot of players having the same stats.
They also have options for building characters from a point base, building
characters based on yourself and then adding points or altering them to take
an alternate character history into account (like "you", but during
Victorian times).
The CORPS and EABA versions are available as pdf downloads ($10), and the
EABA version is available as a nice print on demand version ($20).
Greg Porter (da designer)
BTRC >> Stay informed about: Real life stats |
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Since: May 25, 2004 Posts: 1
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(Msg. 17) Posted: Tue May 25, 2004 11:21 am
Post subject: Re: Real life stats [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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We did this once by having a "field day". I forget the specific
things we used, but we had a big list. We basically reversed
engineered GURPS skill tests that were based primarily on stats
directly. So for example Standing Broad Jump distance is a
direct function of strength as is the distance you can throw
a heavy object. The length you can hold your breath at rest is
a function of health. Speed for a 100 yd dash can get ya move/basic speed
which you can then use to solve for dex etc. A lil delving into
the basic book can yield a whole bunch of these basic "Field day tests"
The scary thing was how consistent that these were.
The strength one sticks out in my mind as VERY precise
like the estimate from a jump was really consistent with the
estimate from the thrown object.
I can just see the Guru's designing the game doing something similar.
Over mucho beer of course...
I'll delve when I get home and see if I can find the list of stuff...
--
Matthew T. Karafa || If the shoe fits, get another one just like it.
mkarafa DeleteThis @wideopenwest.com|| - George Carlin >> Stay informed about: Real life stats |
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Since: Sep 14, 2004 Posts: 80
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(Msg. 18) Posted: Tue May 25, 2004 12:54 pm
Post subject: Re: Real life stats [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mon, 24 May 2004 01:35:47 -0400, Pastor of Muppets
<powerslave11 RemoveThis @SPAMSUXcomcast.net> raised a finger to the sky and
proclaimed:
>>Jarrod Harmier wrote:
>>> I've been looking for a roleplaying system that I could use to figure
>>> out the real life stats of the players that actually correspond more
>>> or less to the actual abilities of the players AND the actual methods
>>> that work the best. I'd like to set up a "play yourself" game at some
>>> point in the future. Probably the distant future. However, I thought
>>> it might be good to start now rather than wait.
>>>
>>> I'd just like to note that I'm not some sort overly sadistic GM that
>>> plans to have the players create player characters based on themselves
>>> only to have me unleash all manner of unholy havoc upon them, leaving
>>> the player characters dead or dying and leaving the players with
>>> shattered--or at the very least scarred--psyches. It's not that this
>>> particular scenario wouldn't be absolute twisted FUN, it's just that
>>> I'd just rather be a player than a GM.
>
>I'd say Champions - Hero System. You can figure out Strength easily
>enough with the lifting/throwing chart. Skills are easily defined,
>including familiarities as opposed to highly skilled and such. Even
>powers can be purchased fairly... if you have one friend who may have
>excessive luck, the ability to dream of future events (as I have on
>rare occasions) or other minor abilities.
>
Seconded. Use Hero.
(BTW, Pastor - your sig delimiter is broken)
--
Either way, I hate you Count Chocula, if I didn't already.
- Drifter Bob, rec.games.frp.dnd >> Stay informed about: Real life stats |
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Since: Nov 30, 2004 Posts: 2
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(Msg. 19) Posted: Tue May 25, 2004 2:51 pm
Post subject: Re: Real life stats [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Apr 23, 2004 Posts: 3
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(Msg. 20) Posted: Tue May 25, 2004 6:13 pm
Post subject: Re: Real life stats [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Sea Wasp" <seawasp.RemoveThis@wizvax.net> wrote in message
news:40B26F04.60906@wizvax.net...
>
> If you're going on a bell curve, remember that things like D&D and
> GURPS' scale are either too crude or too limited to model people
> easily. If you go strictly by the probability of rolling certain stats
> in D&D, then many gamers are going to hit the 18 INT level fairly
> easily, as that's just 1 out of 216 people, and THAT is assuming a
> "roll 3d6, take what you get, no rerolls" method, rather than the far
> more generous (and curve skewing) methods commonly used. If you want
> to be accurate, you'll want to figure out the SD on your scale.
>
Well, many gamers THINK they are really smart, so giving them
an accurate assessment may be considered an insult.
Maybe give everyone a certain amount of points (depending on
system) and let them make themselves how they like; scaling so
everyone ends up at a suitable power level for whatever type
of campaign you'll be running.
Geoff. >> Stay informed about: Real life stats |
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Since: Feb 24, 2005 Posts: 123
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(Msg. 21) Posted: Fri May 28, 2004 9:29 am
Post subject: Re: Real life stats [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> Just give everyone the same limits and let
> them "design" their optimal selves. Will it really hurt the point of
> running Players as PC's if they aren't scientifically verifiable and
> accurate in their stats? It's still a game. Let them game.
>
Despite the fact that the OP is looking voraciously for a system for
verifiability, this is the best advice you could give. If for nothing else,
do it this way for the impossibility of measuring things like charisma /
wisdom (or whatever equivalent stats you'll find in other RPGs). But mainly
because it's more fun to make your "optimal self", more fun to have everyone
on the same footing (no characters way better than others), and more fun to
snicker at other players' choices ("Does he really think he has an 18
Charisma???")
Spinner >> Stay informed about: Real life stats |
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Since: Jun 03, 2004 Posts: 1
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(Msg. 22) Posted: Thu Jun 03, 2004 5:05 pm
Post subject: Re: Real life stats [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> I've been looking for a roleplaying system that I could use to figure
> out the real life stats of the players...
Not a role playing system, but I have implemented a version of an AD&D
stat quiz as proposed by Dave Harper in rec.games.frp.dnd and later
implemented as a server side application by Bruce Blanchard (see my
post in rec.games.frp.dnd titled "AD&D Stats Quiz is Back" for more
details.
My version of the quiz is online at:
http://www.theHaws.org/add_quiz.shtml.
I would appreciate feedback anyone can offer via
http://www.theHaws.org/contact.shtml (please do not use the
EMAIL from this post - it's an old work account).
Thanks,
Kevin Haw
(STR 13, INT 15, WIS 15, DEX 8, CON 13, CHR 12... and glad he doesn't
fight trolls in real life) >> Stay informed about: Real life stats |
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Since: Dec 05, 2004 Posts: 2
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(Msg. 23) Posted: Sat Jun 05, 2004 1:43 pm
Post subject: Re: Real life stats [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Duane VanderPol" <duanevp.DeleteThis@earthlink.net> wrote in message news:<OsydnTEk0d45UC3d4p2dnA.DeleteThis@adelphia.com>...
>
> > And how does one gauge IQ without totally aggravating and alienating
> > everyone involved? And without actually resorting to IQ testing?
>
> A) have mature players.
Very funny, smartass. >> Stay informed about: Real life stats |
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Since: Apr 14, 2004 Posts: 21
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(Msg. 24) Posted: Sun Jun 06, 2004 11:32 am
Post subject: Re: Real life stats [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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C. Woolard wrote:
> "Duane VanderPol" <duanevp.TakeThisOut@earthlink.net> wrote in message news:<OsydnTEk0d45UC3d4p2dnA.TakeThisOut@adelphia.com>...
>
>>>And how does one gauge IQ without totally aggravating and alienating
>>>everyone involved? And without actually resorting to IQ testing?
>>
>> A) have mature players.
>
>
> Very funny, smartass.
But true. If your players can't handle the truth...
Use whatever assessment of intelligence works for the group. Some
people use GRE scores. Others use various other methods.
--
Sea Wasp
/^\
;;;
Live Journal: http://www.livejournal.com/users/seawasp/ >> Stay informed about: Real life stats |
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