From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Doug
Meerschaert
Sent: Tuesday, January 23, 2001 1:27 AM
To: [EMAIL PROTECTED]
Subject: Re: [ogf-d20-l] Does it make sense for PCs to make things?

<< Every class is "balanced." >>

HAHAHAHAHAHAHAHA! There's an attempt at balance, but it's anything but
perfect. It MUST be imperfect, because different GMs and campaigns will
place value on different characters.


<< However, giving some characters special
chances to use their skills *that the other classes don't have!* is
something I think is just plain wrong. >>

Any character of any class can buy tech skills and make stuff.


<< > Anyone can buy tech skills.

Yep.  And in battle, anyone can use those skills.  I guess the best fix
for this would be "let's have something for the non-craft folk to do
onship..." >>

Well, soldiers have something, in a rather abstract sense. The justification
for their superior Attack Modifiers and especially for their bonus Feats is
that they spend a big chunk of their spare time practicing and honing their
skills.

Other classes can practice their skills as well. A Noble could create a work
of art while on board, then sell it at the destination. And so on.

And again, profit is a side-track from my main point, anyway. The main point
is building stuff takes too darn long!


<< > Why? A soldier can hire out as a mercenary, and probably has a resume
to win
> the job.

A soldier can't do that while he's sitting on a starship. >>

Sure. Hire out as a bodyguard. Or just keep practicing.


<< > A diplomat can gain access to the seats of
> privilege and power, and probably has the contacts to do so.

A diplomat can't do that while he's sitting on a starship. >>

Sure. Write a really brilliant speech to present to the Council when you
reach your destination.


<< > And all of them have all of those chances; but the classes define which
> chances are easier for which characters. Doesn't change the fact that the
> game gives short shrift to tech characters.

The game doesn't give short shift to them; it excludes them like D&D
excludes lone gunmen. >>

Which therefore makes it an inferior game. I know you'd rather not believe
it, but Star Wars is full of techs.


<< Think about it--in a honest tech game, would a service droid from two
generations back still be *usable?* >>

Depends on your philosophy of tech advance: are today's explosive growth
rates the bottom of a constantly-increasing tech curve, or are we heading
for a plateau? I've seen compelling arguments for both. But it seems to me
that Star Wars has indeed hit a bit of a plateau: while they have a number
of really advanced technologies, a lot of stuff seems to have tapered off.
Force field tech, for example, seems rather underutilized.

Martin L. Shoemaker
Emerald Software, Inc. -- Custom Software and UML Training
[EMAIL PROTECTED]
www.EmeraldSoftwareInc.com
www.UMLBootCamp.com

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