Post by eclecticwave on Aug 29, 2017 11:53:16 GMT -5
Let's say MSPE was going to get a redesign, what would you change in it?
I've always had a problem with character level system. The Experience needed raise your level goes up, while the rewards stays the same, and even then the reward is rather low.
Two points to add to your stats. And if you don't add those two points to your IQ then you don't get a new skills. At the very least I would make level raises the same as the number needed to improve your skills, 1000 points. I did that when I ran my MSPE campaign and certainly never had a issue with it. I was running every two weeks for a year and half and the highest anyone ever got was 5th level.
I'm with eclecticwave on the Skills bit-each Skill having its own AP threshold while Ability advancement still relied on Level/AP struck me as a weird D&D/Chaosium hybrid. Years ago I just decided to give each PC 2 Skill points to be added to existing Skills every Level in addition to the 2 Ability points-IQ still limited the total number of Skills you could possess at once, but no longer reflected the limit of Skill Points. Also, it gave the slower-advancing MS&PE Heroes a tiny boost to help match the raw Ability Advancement of a T&T Hero.
If I had an actual beef with MS&PE it would have to be with the damage output of Guns.Statistical evidence shows that PCs had less chance of surviving being shot than folks in Real LIfe...I am assuming the damage codes to be more in line with the higher CN T&T Hero and reduced some of the more deadly firearms by 2 or more dice.
I would have liked to have seen some more "benefits" in the Title, Psychic Skills etc vein in order to match a Pulpier feel...but I suspect that is more a personal want than a system complaint, and easily Houseruled.
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Wouldn't change much, and I'd hope for it to be backward compatible. Eclectic wave you have a good point about leveling, but it's easily fixed with house rules such as the ones you described. In my campaign the most important things characters gained over time was contacts and connections... which were not arbitrated by any game mechanic. For us, it fit with the genre we were aiming for, although our campaign only ran several months - mortality was high. As we discussed on other posts the damage of guns has often been the target (heh) of house ruling. This is a game, though, where it's important for the GM and players to adventure without shootouts as much as possible. We has an "It's all right, mom, I'd only dying" house rule (optional rule from the book), basically a SR vs luck meant a person was unconscious but not dead, however generally out of action for awhile. I never used the psychic skills (and rarely the martial arts) so wouldn't want to see any more of them. But really, MSPE holds up extremely well because it was so innovative and streamlined. If I ran a pulp, detective, or spy campaign now, I'd probably use MSPE, probably with just a couple house rules.
One morning I slayed a troll in my pajamas. How he got in my pajamas, I don't know.